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CORE RULEBOOK

Futuristic Squad-Based Warfare


BY ALESSIO CAVATORE

Credits
Games Design: Alessio Cavatore Graphic Design: Sean Turtle Photography: Ben Sandum, Warwick Kinrade and Chris Palmer Thanks to: all of the users on the Mantic forums, Matt Gilbert, Stewart Gibbs, Josh Roberts, Dylan Owen... oh yes, and Ronnie too!
Copyright Mantic Entertainment Ltd. 2012

Contents
The Corporation.................... 4 The Marauders .................... 6 The Forge Fathers ................12 The Veer-myn ....................12 THE RULES.......................20
Models and Units....................21 Stats...............................22 Unit Leaders........................23 Line of Sight........................23

Initiative Phase ...................24 Activation Phase..................24 End Phase........................25 Move.............................26


Unit Interpenetration.................26 Halt ...............................26 Move ..............................26 Move At The Double..................26 Charge.............................27 Terrain.............................28

Shoot............................30
Moving and Shooting.................30 Melee and Shooting..................30 Pick a Target........................30 Determine Firing Models.............30 Check Range.......................30 Firing and Hitting the Target ..........30 Damaging the Target.................31 Take It Out! Independent Fire........33

Melee............................34
Determine Attacking Models..........34 Attacking and Hitting the Target.......34 Damaging the Target.................34 Regrouping.........................35 Disrupted ..........................35

Nerve............................36
Results ............................36

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Armoured Units...................38
Armour Movement ..................38 Collisions & Overruns................39 Shooting Against Armour.............40 Armoured Units Shooting.............41 Melee against Armoured Units........42 Nerve Tests for Armoured Units.......44

Fraggers...........................66 Jumpers...........................67 Rippers............................67 Stunts .............................67 Stunt-Bots .........................68 Armour............................68 Ordnance...........................68 Heroes and Monsters................69 Weapons...........................69

Ordnance.........................45 Heroes and Monsters..............46 Transports.......................46 Special Rules.....................47


Armour Special Rules................50 Weapons Special Rules...............51

Forge Fathers army list............70


Army Special Rules..................70 Infantry ............................70 Steel Warriors ......................70 Thorgarim..........................71 Stormrage Veterans.................71 Godhammer Veterans................72 Valkyr..............................72 Brokkr.............................72 Forge Guard........................72 Ordnance...........................73 Armour............................73 Heroes And Monsters................74 Weapons...........................74

Reinforcements...................52 Picking a Force ...................55 Timed Games.....................58 THE armY LiStS..................60 Corporation army list..............60
Army Special Rules..................60 Infantry ............................60 Marines............................60 Marine Veterans.....................61 Rangers............................61 Heavy Weapons.....................62 Enforcers - Strike Units ..............62 Enforcers - Assault Units.............62 Striders............................62 Enforcers - Suppression Units.........63 Ordnance...........................63 Armour............................64 Heroes And Monsters................65 Weapons...........................65

Veer-myn army list................75


Army Special Rules..................75 Infantry ............................75 Night-Crawlers .....................75 Stalkers............................76 Nightmares.........................76 Scourgers..........................77 Ravenous Horde.....................77 Ordnance...........................77 Gougers ...........................77 Shredders..........................77 Armour............................78 Heroes and Monsters................78 Weapons...........................79

Marauders army list...............66


Army Special Rules..................66 Infantry ............................66 Grunts.............................66

Other Races......................80
Contents

he galaxy is burning. The malevolent human Corporation is expanding its sphere of inuence, annexing more and more star systems to its territories, bringing every alien civilization it can under its control. Or, if this proves impossible, exterminating them.
The Corporations strategy is to make contact with alien civilizations and dazzle them with humanitys superior technology [Note: Only 27 species have so far been encountered that possess higher understanding of the sciences than the Corporation]. Appearing as benefactors, Corporation diplomats will offer

massive technological help to these planets: new forms of power, transit, communication and all the benets a thousand year old technological society can bring. Very few peoples turn this down. Offered membership as equal partners in the Great Galactic Co-prosperity Sphere, these new worlds will at rst be optimistic and proud of their status, but over time they discover the truth. Their societies undergo massive, traumatic change, overthrowing whatever customs and governance they once possessed in return for the bland, pangalactic culture of the Corporation. Worse, what is initially offered free in the spirit of

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common sentient interest does not remain so for long. Soon the incorporated culture will be dependent on Corporation goods and services, and bled dry to pay for them. Turned into little better than puppet

most primitive culture can see through the baubles the Corporation offers to the truth. Other times, a civilisation may be too savage, too advanced or just too damn alien to risk bringing in to Mans great galactic family. In these cases, the Corporation will deploy its considerable military might. Full-scale invasion and subjugation has been the fate of many, even complete annihilation if a race proves too troublesome. Well trained and equipped with the best in military technology, Corporation Troopers are worth scores of the warriors of less advanced cultures. The Troopers armour is often invulnerable to the natives weapons, leaving them free to mercilessly mow down The Corporation

states, these slave-societies are drugged by the cheap, get-rich-quick attitudes of Corporation culture, and will gladly devote all of their planets resources to enriching the Corporation and the few local bureaucrats that run the business for it, while the majority of the population plummet into a state of poverty and servitude. This form of cultural imperialism takes time, and it does not always work. Sometimes the

Corporation Weapons Team

scores of the enemies with pulses from their laser weaponry. Indeed, a great many Corporation recruitment videos glory in human troops slaughtering spear-waving savages for the betterment of the cosmos. If they encounter heavier resistance, the Troopers can bring the awesome repower of their tanks and walkers to bear. In dire circumstances an expeditionary commander may petition Corporation Central to unleash their most specialised force the feared Enforcers who will quickly dispatch even the most stubborn of foes. A system that has been cleared of hostile indigenous aliens is ripe for re-colonization by the humans that form the largest part of the Corporations population. More often than not they too are oppressed as they strip the place of its natural resources.

From its ancient beginnings in the Solar System, the Corporation has spread like a malignant cancer across the galaxy, covering entire sectors in its tyrannical rule and suffocating any attempt to live free of its clutches. Their expansion continues, but the galaxy is a big place. The Corporation is not the monolithic entity many think it to be, and suffers tensions between the great Houses and Companies that comprise it. Many a House has had its trading right revoked and had to quickly move their assets out of a system they previously owned under the supervision of an Enforcers peacekeeping force. And all those pampered, rich men who debate and bicker in the sterile halls of Corporation Central share one, deep-seated fear: that sooner or later the Corporation will meet its match in the unexplored expanses of deep space

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THE ENFORCERS A SECRET ARMY


These elite warriors exist to enforce the will of the government they answer solely to Corporation Central, meaning, in actuality, the Council of Seven. Comprised of superior soldiers, equipped with some of the best technology in the galaxy, the troops of the Enforcers are few in number, but each is worth a score of lesser men. In repower they are matched only by the Forge Fathers, while in combat they are as deadly as the wild Marauders. Their loyalty to Corporation Central is absolute. Unmatched in the galaxy, the Enforcers are the elite of the elite, the armoured right st of Corporation Central. Very little is actually known about the Enforcers. They were rst created in the wake of the Mandrake Marauder rebellions, as a replacement for those treacherous companies of aliens under Corporation Centrals direct command. Corporation Central does its best to keep the Enforcers recruitment, equipment, disposition, overall numbers, organisation and membership condential. In a galaxy as large as ours, this is nigh on impossible, and there are certain matters that are readily apparent to an observer, nevertheless the Enforcers remain shrouded in secrecy. The Corporation

herever there is war you will nd the Marauders. Hulking, muscled alien brutes who revel in combat, Marauders are employed as mercenaries by all the major powers in the galaxy. For a Marauder chieftain, it does not matter who you ght or why, only how much you can pay.

Marauder is not the name these creatures have for themselves, in their own, simple tongue they are Orx, but Marauder suits them well. When peace reigns, Marauders become a menace to civilisation, turning to piracy and looting when they can nd no paymaster. Marauders can be found everywhere, from the most densely populated core systems to the depths of interstellar space. In the wilder reaches of the galaxy, away from the Corporation Core Worlds, it is said that there is not an

Marauder Army

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asteroid belt or moonlet that does not house a pirate nest of these violent creatures. It is not unusual for Corporation scout eets to travel to an unmapped system only to nd a Marauder pirate lord has been there before, and tense ship battles are often the outcome in these situations. It was not always so. Until less than three centuries ago, the Orx were conned to a cluster of twenty or so systems halfway toward the spinward end of the Sagittarius arm. At the time, this was right at the very edge of Corporation territory, and even today the area remains far from the bustling heart

of human civilization. Forty or so worlds of various classes were claimed and scheduled for colonization by automated reconnaissance drones of the Klandax Company. Signs of low level sentient life activity were recorded on these planets, but this in itself was not unusual. A Grand Settlement Fleet of some 300 ships, including a portion of Klandax Companys own military, were dispatched. For Klandax, it was a great shame they had not invested in more sophisticated drones. Fleet scout teams made landfall on

Caprisiam IV, and began to survey sites for

The Marauders

an initial colony that would serve as base of operations for further activity in the sector. Large numbers of natives were recorded, but these appeared primitive in the extreme. While the eet surveyors started their work, contact with the natives was attempted by renowned exobiologist Dr Jan Friers, working under license directly for Klandax. Friers was widely regarded as a safe pair of hands, having already participated in rst contact with four alien species. He was accompanied by a half company of Corporation Troopers, so despite the aliens savage nature, Klandaxs expeditionary commander Prakal Mitrandesh was condent things would go smoothly. Within half an hour of approaching the rst native settlement, Friers was dead. The natives had attacked in force, ambushing the Corporation representatives. Although they took many casualties, the natives had killed twenty-three other men, despite their primitive weaponry. Captain Martello, commanding, described warriors of unparalleled ferocity, simple metal blades punched through his mens sophisticated armour by dint of their massive strength alone. Martello insisted they had been tricked, that the natives had drawn them in to talk simply to assess them. Theyd learned precisely two things: One, that the natives called themselves Orx, secondly, that they were extremely aggressive. Martello was disciplined for abandoning the bodies and equipment of his men, and a suborbital ghter was launched to destroy the settlement.

team and wiped them out. Commander Mitrandesh had the remainder of Friers exobiology staff declare the Orx hostile, and set about a campaign of extermination. The genocide took six weeks and cost Mitrandesh quarter of his ghting men. Still, the planet was clear. Sector colonisation headquarters were established, and the eet moved on to the next scheduled world. The same thing happened there. And then again. And again. What Klandaxs probes had not revealed was that this promising world cluster was infested with these Orx. How they spread is unclear, although it has been surmised that the Orx once possessed a higher level of civilization, or were employed as another culture as warriors their cleared worlds exhibit extensive, ancient ruins. Mitrandesh soon realized he had not enough men to pacify the entire region, and reluctantly applied to Corporation Central for military aid, forfeiting Klandaxs sole claim to the territory. Enter General Klimt. Named The White Devil God by the Kathradny [extinct], Klimt wasted no time in extirpating the Orx from their ancient worlds. But Klimt was impressed by his foe. Wave after wave of howling savages would literally throw themselves at his lines, doing enormous damage before being gunned down. By this time Corporation intelligence had

Four hours later, an Orx force, carrying Corporation weaponry, attacked the surveying

gained a grasp of the Orx language, and so Klimt hit upon an idea. He had several

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hundred Orx captured, and once they were subdued, made them an offer. And so the rst battalion of Orx auxiliaries were trained using Corporation war-doctrine. As they were as happy to ght each other as the corporation the worlds were soon cleared, and Klimt forced Klandax into an embarrassing handover of the new colonies to Klimts own masters in House Antigone. Klimts scheme was so successful that Orx were employed for decades as shock troopers all over the Corporation. But the Orx learnt their lessons well.

A century later, during the Mandrake Secession War, an entire Orx auxiliary legion turned on their masters, seized control of a otilla of spaceships and scattered themselves across the galaxy. The Marauder civilization was born, a new breed of space-faring Orx. Although most Orx auxiliaries were immediately liquidated on news of the Mandrake Betrayal, the Corporation and its enemies still make frequent use of these brutal but very effective troops as mercenaries the reasoning being, it is better to have them ghting with you, than against you.

The Marauders

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Forge Fathers
The
he ancient and proud culture of the Forge Fathers has managed to retain its independence from the Corporation while others have fallen. Masters of science, artisans beyond compare, the Forge Fathers are the only aliens to trade with the Corporation on anything approaching even terms.

While they are far fewer in numbers than humans, the Forge Fathers are renowned across the galaxy for their grasp of advanced technology. They are one of the only species in known space whose weaponry and spacecraft are more powerful than those of the Corporation. Their battle-suits are nigh-on impregnable, the destructive capability of their thermal guns is of tremendous magnitude, not to mention the incredible rate of re and penetrative power of their solid-shot weaponry. In the eld of space warfare, they are unsurpassed. Their ships are much like they are: slow, massive, resilient to damage, and armed to the teeth.

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The Forge Fathers are a cautious people in most matters, their technical secrets cannot be bought, and they take great pains to conceal the workings of the machinery that they sell to others. The structure, workings and habits of their civilization have only been won by the Corporation at great cost and effort, as the torture, psychological conditioning and mental engineering employed by the Corporation on war captives work rarely on the robust psyches of the Forge Fathers. Were it not for the few disaffected members of this honourable people willing to sell their secrets, the Corporation would

know very little about them at all beyond that which the Forge Fathers wish them to know. Human spymasters can never be sure what they have gleaned is disinformation and which is truth. It is also a sad fact that there are far more corruptible individuals in the Co-Prosperity Sphere than in the Forge Fathers Star Realm. Corporation Central is well aware that the Forge Fathers have a great deal more information about mankind than mankind has about the Forge Fathers. Although the core of the Forge Fathers realm lies coreward to Corporation space,

The Forge Fathers

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they can be found throughout the galaxy. The great eets of the Forge Fathers have been plying the heavens for millennia, travelling from system to system, selling their services. Although dubbed Trading eets by the Corporation, this is something of a misnomer; each great Forge Father starcaravan centres on one or more Ward Ships, a mountain of metal and stone bristling with weapons. Smaller craft cluster about it, and these are multifarious in purpose. Besides smaller warships, many are tailored to constructive purpose: geoengineering, largescale construction, fabrication, asteroid mining or whatever else the clan they belong to happens to specialise in. Depending on

what they are engaged to do, a Forge Father eet can remain in orbit around a planet for anything up to a century before moving on. This is but a short time for Forge Fathers; the longest lived in Corporation custody survived one hundred and fty years before contriving to take his own life. It is suspected their natural lifespan is at least seventy years longer than this, and has been greatly extended by medical means. Relations between the Corporation and the Forge Father Star Realm are tense. Military confrontation between the two almost always go in favour of the Forge Fathers. The Forge Fathers might lack the numbers or territorial

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ambition to exploit such victories, but any trespass into their space by Corporation Fleets has been ruthlessly dealt with, while every attempt to incorporate Forge Father worlds or clans into the Co-Prosperity Sphere have been foiled, no matter the means employed. The two powers will trade, but these transactions are always done on the Forge Fathers terms. The activities of the Forge Fathers are of great interest to the Corporation, not least because they are capable of planetary engineering feats that make the Corporations own efforts appear feeble. In particular the Forge Fathers possess the ability to shift a worlds

orbit; needless to say this is of great interest to Corporation peace contractors. There appears to be a new pattern emerging in the activities of the Forge Father trade eets, with civilisations earmarked for incorporation into the Co-Prosperity Sphere suddenly gaining a much higher level of technology. Several cultures near the borders of the Star Realm have signed mutual protection pacts with the Forge Fathers, or even allowing themselves to by subsumed into the Star Realm entirely. All this is exceedingly irksome to Corporation Central, but while the Forge Fathers remain preeminent in the eld of space warfare, there is little prospect that the situation will change. The Forge Fathers

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herever mankind has gone, rats have shortly followed. The Veer-myn are the latest manifestation of this unwitting partnership.

things made and shipped throughout space go at much lower velocity. The bulk haulers of the Corporation are vast, gigantic vessels made from hollowed out asteroids that are pulled across the cosmos by tug craft. A haulers carrying capacity is often in the hundreds of thousands of megatonnes. Each one is the size of a city; a maze of endless holds and storage bays connected by innumerable lift shafts, corridors, and conduits. Unless circumstances or cargo are exceptional, carriers tend to ply the starlanes between stars close to one another.

The armies and dignitaries of the Corporation y through space at many times the speed of light. Not so the cargoes needed to keep the Co-Prosperity Sphere trading. Shooting such mass past the light barrier is unfeasibly complex and expensive, and so ore, grains, chemicals, machines, all the many, weighty

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Nevertheless, each voyage takes many months, sometimes years. A tugs crew rarely ventures back into the hauler, but on occasion inspections are required, and so haulers all possess sections where basic life support and an atmosphere are maintained. At some point in history, the rat crept into these cold, dark and inhospitable places, found some warm spot in which to live and thrive, and it is here that it evolved. Who knows when the rst Veer-myn stood upright and blinked eyes ablaze with newly minted intelligence? The transition from

rat to Veer-myn took place phenomenally quickly; at most, so Corporation science personnel have it, just under one thousand years. Perhaps this huge evolutionary jump occurred because of radiation leaks from poorly shielded reactors, or because of cosmic ray bombardment, or perhaps their race was born from some chemical cocktail, spilled in the transport caverns of a forgotten ship. More troubling is the idea that their emergence was no accident at all, that the Veer-myn were deliberately made Whatever caused the change, it forced the common brown rat to walk upright and grow many times in size. It gained

The Veer-myn

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opposable thumbs, and a mind to use them. Language and a vicious society came quickly, both crude mirrors of mankinds own. A new race of space scavengers was born. With an intelligence close to that of a man married with the survival instincts and astounding reproductive rate of the rat, they quickly spread.

There are Veer-myn everywhere in the galaxy today. They live deep within the settlements of many races, from airless colony moons to continent-spanning mega-cities, and infest the depths of spacecraft. Wherever they are, they cause serious problems. Their spade-like teeth are iron-hard and grow constantly. They are vital tools to the rat-

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men, but a Veer-myn must gnaw at hard materials lest their teeth outgrow their jaws, causing agonising pain; a Veer-myn can chew through reinforced carbons given time. Their bodies are host to numerous unpleasant diseases that they spread from world to world, the purple pox of Indraxia, a supposedly quarantined world, somehow managed to break out from its point of origin and infect fteen systems, killing up 25% of the population of each. The Veer-myn were duly blamed, and with good reason. Most problematically, Veer-myn steal whatever they can. They take food and water, despoiling what they leave behind, ruining vital supply shipments. They have an almost preternatural understanding of chemistry,

rudimentary understanding of more advanced technologies, and an enthusiastic if somewhat haphazard approach to experimentation. They strip the machines of others to get to the raw materials they require for their devices, crippling city sectors or ships, sometimes with fatal results. To prevent these mishaps, Corporation spacecraft are routinely scoured for Veer-myn nests, and there are certain units of Corporation troopers who spend entire tours of duty as rat catchers aboard those warships large enough to warrant it. On occasion, humans cower in reinforced crew quarters while a ships atmosphere is vented into space. A drastic measure, and not always successful. There are rare cases of Veer-myn tribes being bought off to watch over their ship, but in the main they are regarded as unsophisticated pests and exterminated. This attitude greatly underestimates the complexity of Veer-myn society. They are naturally secretive and appear to possess a great deal of native cunning, so much so that rumours of hidden cities of Veer-myn are just about credible. Less believable are stories of worlds overwhelmed by masses of verminous warriors boiling up out of the ground, armed with bizarre weapons that spit re and searing chemicals, or those tales told of the giant, mutant monsters that ght beside them. Co-Prosperity Sphere citizens should rest assured that these are just stories, furthermore stories that are likely to earn their teller a latenight call from Corporation Intelligence.

The Veer-myn

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The Rules
Warpath is a sci- small-action wargame set in Mantics ctional galaxy at war. Warpath is a game that is easy to learn and fast to play, yet will take time and experience to master. With few and simple rules, there is little to get in the way of the fun and slaughter. The game system uses an intriguing unit activation system that will keep both players on their toes and force them to make some difcult choices to outwit their opponent. And thats not all like all Mantic wargames, Warpath has been designed to allow you to use a stopwatch or a chess clock to time your moves. As the seconds tick away, the pressure and excitement build up, giving you an extra dimension of gameplay and an extra resource to manage during the battle. Following the same successful development pattern we employed with Kings of War, we have decided to release Warpath at a very early stage of development. The system, and particularly the army lists, are still in need of accurate balancing and thats where you can help. Please play as many games as you can and give us your feedback at: www.manticgames.com/Forum.html

Measuring Distances
You can measure distances at any time. The distance between two models is measured to/from the closest point of their bases. If a model has no base, use the closest part of its hull or torso. The distance between two units is measured to/from the closest models in the two units. To avoid confusion, keep your units more than 1 away from enemy units at all times.

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In exchange well keep the rules of Warpath up to date for free, while we continue with the development of our apocalyptic mass-battle system, which we will unleash upon you in the notso-distant future!

Heroes & Monsters (Hero, Monster)


A Hero or Monster is a unit consisting of a single model: either a mighty leader or other ofcer (Hero), a large alien beast or armoured combat walker or exoskeleton (Monster) or even a combination of the two - like a commander mounted on a great war-beast (often treated as a Hero, but see individual entries).

Models and Units


The models used to play Warpath must be glued on the bases provided with them or identically-sized alternatives. Most models in the game ght together in groups which we call units. Each unit belongs to one of the following types:

Ordnance (Ord)
Each Ordnance unit consists of a single large gun and sometimes a number of crew models too. Any crew models are purely decorative and should be arranged around the machine, and within 1 of it, in a suitably realistic fashion.

Infantry (Inf)
Infantry units normally consist of ve to twenty models, as shown in Diagram A. The number of models that make up a unit is specied in its Stats (Stats are explained later) and will normally correspond to the number of models you get in the boxes supplied by Mantic. Models in a unit must at all times be in formation, by which we mean within 5 of the units Leader and within 1 of another member of that unit, forming an uninterrupted chain of models (see Diagram A).

Armour (Arm)
Each Armoured unit consists of a single model. They range in size from mighty battle tanks to smaller armoured personnel carriers and include armoured cars and other lighter vehicles.

Leader
L t t

Trooper

1" t 5 Infantry
t

t t t t L t

t t L t t t t

20 Infantry
t t

t t t

5"

10 Infantry
t

t t t t t

Diagram A Units

The Rules

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Dice
In these rules, when we refer to a die or dice, we mean a six-sided die, which we call D6. Sometimes we also use terms like D3 (the result of a D6 divided by 2 (rounding up)), or D6+1 (roll a D6 and adding 1 to the result), or 2D6 (roll two dice and add them together). Also, if a rule tells you that you need to roll 4+, it means you need to roll a number equal to or higher than 4.

Re-rolls
When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. The second result stands, even if its worse than the first.

Roll-off
When called to roll-off, both players roll a die, and then compare their results. The highest scorer wins the roll-off. Re-roll in the event of a tie.

Stats
Each model in Warpath has a name and a series of statistics (for short, we call them Stats) which dene how powerful it is in the game. These are: Speed (Spd). How fast the model moves, in inches. To Hit (Hit). The score needed by the model to hit, both with ranged attacks and in melee. Attacks (Att). The number of dice the model rolls when attacking in melee. Defence (Def). The score the enemy requires to damage the model. Nerve (Ner). A combination of the models courage, training and discipline. Special. A units entry will also list any unusual equipment and special rules that apply to its models. The Stats are presented in a prole as in the following example:

Forge Fathers, Steel Warriors


Steel Warrior Spd Hit Att Def Ner 4 4+ 1 5+ 9/11

Special: Headstrong.

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Unit Leaders
A units Leader is very important, and should be represented by a suitably imposing model so that he clearly stands out from the rest of the unit. The Leader is the commander of the unit, the one making the decisions and issuing orders to his subordinates and is often used as a point of reference. If a unit consists of a single model (such as an Armoured unit, a Hero or Monster), that model obviously counts as the Leader.

Of course, terrain and other models can still get in the way and hide targets from sight. To determine whether your model can see a target, simply lean down on the table and peek from behind the head of the model. If you can see the torso or head of the target model (ignore weapons, banners or other decorations, limbs, tails, wings, etc.) then your model can see it. When checking a models line of sight, ignore the other models in its own unit. You can even lie them down temporarily if you need to (as in reality they might be kneeling or even lying prone on the ground a safe habit on the battleeld). If youre not sure whether a model can see a target or not, roll a die. On a 4+ it can see it, on 3 or less it cannot.

Line of Sight
During the game, you will at times need to determine whether one of your models can see another one - normally an enemy model that your model (and the unit it belongs to) intends to charge or shoot. Unless stated otherwise, models can see all around regardless of the direction they are actually facing.

The Rules

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The Turn
A game of Warpath is played in turns. During each turn, players rst roll to see whos going to go rst, and then alternate activating their units until all of the units in the game have been activated. This concludes the turn and then the next one begins and is played through, and so on and so forth until an agreed time limit or turn limit is reached. At the end of the game the players will then work out the victory conditions as described in the Game Scenario section (see page 56). More formally, a turn is divided into the following phases: 1) Initiative phase 2) Activation phase 3) End phase Lets examine each of these phases in detail.

Initiative Phase
The players execute an Initiative roll they roll-off and the winner will decide which player has the Initiative in the ensuing activation phase.

First unit. Second unit. Third unit. Final activations.

Activates automatically. Activates on 3+. Activates on 5+. All units activate on 3+.

Activation Phase
The player currently with the Initiative must pick any one of his units and take an Activation Test for it. He can activate one to three units in a row before the Initiative passes to his opponent, as described below. To take an Activation Test, roll a die and consult the chart below. Note that in the case of the rst unit to activate every time you have Initiative, the test is automatically successful. The required numbers are as follows:

If the test is successful, the unit is activated normally and can move and/or attack as described in the rules. The unit then receives a Done marker to show that it has been activated for this turn. If the test is failed, the unit simply mills around in confusion or fails to understand the command and can do nothing for the turn. The unit still receives a Done marker and retains a Suppressed marker if it has one. Once one of his units fails an Activation Test or the player activates the third unit, or decides that he does not wish

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to attempt a further Activation Test, the Initiative passes to his opponent. The opponent must then activate a unit as described above and can continue to do so until he too fails an Activation Test, or activates all three units, or decides that he is not going to attempt another. At this point the Initiative reverts back to the rst player, and so on and so forth.

Final Activations
Once a player has nished activating all of the units in his army, their opponent retains the Initiative and can try to activate all of his remaining units. This is called Final activations. During these Final activations, all remaining units (including the rst one!) activate on 3+. In other words, all remaining units count as a Second unit. It is very importnat to note that during Final Activations, the player can keep going and try to activate units even if he fails an Activation Test. He keeps doing this until he has tried to activate all of the remaining units in his army and they have all received a Done marker.

Final Activations), you must immediately roll a die for that unit to see if it shakes off the effects of Suppression. If the result is one, two or three, the unit remains Suppressed and the Activation Test counts as failed instead the Initiative passes to the enemy as normal. If the result is four, ve or six, the unit shakes off the Suppression and activates as normal. Remove its Suppressed marker.

End Phase
Once all units have been activated, the players remove all of the Done markers from the table and do some general tidy-up of the eld - removing stranded casualties, dice, markers, tape measures, teacups and all other debris of battle. Then youre ready to begin the next turn, starting with the Initiative Phase.

Game End
At the end of turn 5 of the game, either player rolls a die: on a 3 or less, the game ends. On a 4+ a nal extra turn is played (Turn 6) and then the game ends. It is of course possible for the players to agree at the beginning of the game to play for a different amount of turns. In either case, when the agreed number of turns is reached, always roll for an extra turn in the End Phase of the last turn. You can instead decide that you are going to play for a set amount of time we suggest half an hour per 500 points being used (e.g. two hours for a 2000pts game). Lastly, you could also play a Timed Game, as explained in the Timed Games section. The Rules

Activating Suppressed Units


You will see later than units can become Suppressed if they receive re from the enemy and fail a Nerve test (see page 36). A Suppressed unit is less likely to react to your activation, and might just ignore their leaders orders and stay put. Every time you pass a successful Activation Test for a Suppressed unit (including an automatic pass for a rst unit, and during

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Movement
When a unit is activated, it can execute one of the movement actions described below (Halt, Move, Move At The Double or Charge) and then, where permitted, re their weapons as described in the Shooting section.

Unit Interpenetration
Infantry, Heroes and Ordnance models can move through friendly Infantry, Heroes and Ordnance models. They cannot however end their move on top of other models, so youll have to be sure that they have enough movement to end up clear of their friends. Enemy Infantry, Heroes and Ordnance on the other hand, block movement, as do all Armoured units (friend and foe).

Halt
The unit does not move at all.

Move
Move each of the units models in any direction up to a number of inches equal to their Speed. Models must end their move in formation (i.e. within 5 of the units Leader and within 1 of another member of that unit, forming an uninterrupted chain of models, as shown in Diagram A on page 21). During this move, the models can make any number of changes of direction, as long as no model moves further than its Speed. See Diagram B. This is often refered to as a normal Move or normal speed. Usually the unit can still re after moving like this but some heavy or cumbersome weapons require a model to stay still in order to fire.

Move At The Double


The models in the unit can move as described above, but up to double their Speed. See Diagram C. This

Diagram C At The Double


t t L t t t t

1) Leader (Spd 4) moves 6" of its At The Double move.


L t

2) Leader moves 2" in another direction, completing its At The Double move
t t t t t t t L t t

Diagram B Move
Original Position of Unit
t

Leader
L t

t Trooper t

t t L t t

1) Leader (Spd 4) makes a move of 3"


t

New Position of Unit

2) Each other model in the unit is moved up to 4" (their Speed stat), ending their move no further than 5" from the Leader within 1" from another model in the unit.

3) Each other model in the unit is moved up to 8" (double their Speed stat), ending their move no further than 5" from the Leader within 1" from another model in the unit.

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normally means that the unit will be unable to re.

Diagram D Charge
t

Charge
This is the most exciting type of movement but is also the most complex. A charge is the only way your models can move into contact with the enemy. A unit can charge a single enemy unit (the target) as long as the following conditions are met: at least one model in the charging unit can see at least one model in the target unit at least one of the charging units models can reach one model in the target unit, as described below it is actually possible for the charging unit to damage the target in the ensuing melee
t t t

t
t

L
t

1) Unit A (Marauders Spd 5) is within 10" of enemy unit B, which it wants to charge. Its charge is therefore successful. 8"
t L t t t

Unit A

t t t t t L t t t t

Unit B

t t L t t t t

Moving Chargers
If a charging model can make a double move and, going around Blocking Terrain and enemy units, it can reach the closest model in the target unit, the Charge is successful. Otherwise the unit cannot Charge (and it must choose another movement action instead). Note that during a Charge, models move through obstacles and areas of Difcult Terrain without reducing their movement as they would when not charging (see the terrain rules below). However, if any of a units models must go through these types of terrain in order to reach their targets by the shortest route possible, the entire unit will suffer a slight penalty in the ensuing melee (more on this later).

2) Unit A charges into t t L base contact with t t t models in the target unit. t Charging models try to make t it into base contact with enemy models and are spread as evenly as possible amongst the enemies they can reach. Note that no charging models could reach the enemy model furthest away (too far!), and two chargers could not make it into base contact with any enemy (no more space!), so they are left at the back.

After moving the rst model, move all remaining chargers into base contact with models in the target unit by the shortest route possible. This follows the rules for an At The Double move (other than Difcult Terrain not slowing them down) and these models must end their move in formation. As you move into contact with the enemy, you must spread your models as evenly as possible amongst the enemies they can reach, trying to get as many models in base contact as possible. If there is no space for all of your models to make it into base contact with an enemy in the The Rules

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target unit, or if some of the charging models cannot reach any enemy, simply place them as close as possible behind the rest of their comrades, and of course still in formation. The models in the target enemy unit are not moved, as they brace themselves for the impact. When charging, models can move to within 1 of any enemies, though they can only move into base contact with the enemies they charged. This means that sometimes a charging unit may end up very close to one or more enemy units it has not charged (e.g. when charging tightly packed enemies).

Charging Suppressed Enemies


Lying down in cover is not very useful if someone is right on top of you trying to stab you with a bayonet. If a Suppressed unit is charged, it automatically loses the Suppressed marker, as the soldiers stand up and prepare to desperately defend themselves.

Single Terrain Pieces


These are individual pieces like a lone tree, a boulder, a fence, a hedge or a wall. They are going to either be Blocking Terrain, an Obstacle or Decorative Terrain. Blocking Terrain. We recommend treating solid areas of rock, high walls and other large pieces as Blocking Terrain. Units cannot move across Blocking Terrain and must go around it. Obstacles. Obstacles are long and narrow pieces of terrain, like a low wall, fence, hedge, a stream, etc. something that a man-sized creature could see over and clamber across easily.

Terrain
Elements of terrain make your table look more impressive, and also help hiding your troops from the enemys long-range repower, making the game more interesting as troops manoeuvre around looking for cover or a better line of re. In wargames, terrain is normally one of two types: a single terrain piece or an area of terrain. The rules for both are given below. Before the game, you should agree with your opponent how you are going to treat each of the pieces of terrain on the table.

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Units can move over obstacles normally (even ending halfway over them) but cannot cross them while moving At The Double. Decorative Terrain. This category groups small terrain pieces like individual bushes or trees, lampposts, street signs, etc. A unit can move over Decorative Terrain pieces as it pleases, ignoring them altogether. However, it is best if you still make sure your models dont end up on top of them, so you dont have to move these pieces of terrain, which could be important if they are big enough to inuence line of sight.

Areas of Difcult Terrain


This type of terrain consists of things like single-storey ruined buildings, alien jungles, scattered mining or colonial infrastructures, cratered areas or broken, rocky terrain, scree, and so on. These are normally made by gluing a number of pieces of terrain onto a large base. This conveniently demarcates the area of the terrain the entire area of the base counts as Difcult Terrain. Models can move through these areas, but all distances travelled through these areas are doubled (e.g. every inch of Difcult Terrain they cross counts as two inches).

Buildings
Buildings are complex terrain that deserves its own section see page 53. The Rules

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Shoot
After moving an activated unit, you can choose a target for them and open fire!

Ranged Weapon Proles


Each ranged weapon has its own prole specifying its Firepower (Fire), Range (Ran) and any other special rules it might have. For example:
Laser rie Light Laser Cannon Fire Ran 1 1 24 Special

Moving and Shooting


Units that have just moved At The Double are too busy moving and cannot shoot. Some cumbersome weapons can re only if the unit called a Halt. When thats the case, it will be specied in the weapons rules.

48 Piercing (6)

Melee and Shooting


Units that have any models in base contact with enemies cannot shoot, nor be chosen as a target for shooting.

For some common ranged weapons special rules, see page 51.

Pick a Target
The ring unit can pick a single enemy unit as a target for its ranged attacks. In order to do so, at least one of its models must be able to see at least one of the models in the target unit.

Firing and Hitting the Target


Each weapon being red has a Firepower (Fire) value that shows you how many dice you roll when ring it. Roll that many dice for each weapon that has been determined to be in range of the enemy unit. Your ring models dice rolls, after applying any modiers that apply, must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets. Discard any dice that score less than that.

Determine Firing Models


Once the ring unit has picked a target, any model that can see at least one model in the target unit can open re with one (and only one!) of its ranged weapons. Its a good idea to turn all ring models towards the target, and any models that are not ring away from it to make the distinction clear.

Modiers
A number of factors can make a hit less likely to happen. The most common are: -1 extreme range. The target is over half of the weapons range away. -1 Suppressed target. The target is Suppressed. -1 soft cover. The target is in soft cover (see below). -2 hard cover. The target is in hard cover (see below).

Check Range
Each weapon has a range in inches shown in its profile (see examples below). Measure the distance between the firing model and any of the models it can see in the target unit. If the distance is equal to or less than the weapons range, the entire enemy unit is in range (not just the model you measured to).

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For each of these factors, deduct the modier from the score rolled by the dice. For example, if your models normally need a 4+ to hit, but are shooting at a target in soft cover, you will need to score 5 or more to hit instead and achieve the required 4+ result. If the target was at extreme range as well, you would need 6s. It can happen that the range modier only applies to some of the ring models, as some are in extreme range and some are not. If this is the case, roll to hit separately for the various groups of weapons, but then put all hits caused back together before rolling to damage (see below). Any dice that rolls a 1 is always a miss, regardless of modiers. However, if modiers to the roll mean that the rers would need more than 6 to hit, they can still shoot. In order to hit, however, you need to rst roll a 6 and then roll again and score a 4 or more (no modiers or re-rolls apply to this second roll).

If at least half of the models in the target unit are completely or partially obscured by intervening terrain or other units (friend or foe), from the point of view of at least half of the ring unit, the target is in cover. If the majority of the target units models are on, or in base contact with, an area of Difcult Terrain that the players have agreed offers cover, the target is in cover. If the majority of the ring units shots have to go through 3 or more of an area of Difcult Terrain that the players have agreed offers cover, the target is in cover. If the majority of the cover is made of things that in reality would partially hide the unit from sight, but not provide much physical protection against bullets or shrapnel use the soft cover modier (e.g. woods, bushes, camouage nets, as well as infantry units and heroes). Otherwise, use hard cover (e.g. walls, ruins, craters, rocky areas, as well as other units except for infantry and heroes). It is important that you and your opponent discuss and agree before the game which terrain is going to count as hard and soft cover. If youre not sure if the target is in cover, roll a die. On a 4+ it is not, on 3 or less it is.

Cover
To decide whether the target unit is in cover, take a look at it from behind the heads of the ring units models. Always ignore other models in the ring unit theyre trained to keep out of the way. Also ignore other models in the target unit you cannot use your team mates as cover! If at least half of the models in the target unit have no cover whatsoever from the point of view of at least half of the ring models, the target is not in cover.

Damaging the Target


After discarding any dice that missed, pick up the remaining dice and roll them again to try to damage the enemy models. The number your rers need to roll to damage their targets is equal to, or higher than, the targets Defence value. The Rules

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This roll can sometimes be modied by special rules. For example, some units (like most Armoured units) have a Defence value of 7 or more, so they cannot be damaged unless the rer has some positive modiers to this roll. As before, there may be some weapons which have different modiers than others. You should roll these separately or perhaps use different coloured dice to distinguish them. Any dice that rolls a 1 always fails to damage, regardless of modifiers.

cover from the point of view of any ring model), then you must take any models that are visible to the rers but in cover. Finally, you can take casualties from models that are completely out of sight of all of the ring models shrapnel, ricochets and bullets going through walls ensure that nobody is safe.

Testing Nerve
After ring with all models in a unit, and removing casualties, you immediately test the Nerve of any enemy unit(s) that your unit inicted enough damage on (see the Nerve section). This test will determine whether the enemy will stand or be destroyed.

Effects of Damage Casualties


For each hit that scores damage, you remove one of the models in the target unit. This is done in a strict sequence, following the rules below. Note that the rules are given in order of importance. You cannot take the units Leader until there are no other models left hes always the last to die. In reality this represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed. You cannot take any models that stand out from the normal troopers (e.g. models carrying support weapons, etc.) until all of the normal troopers have been removed. This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed. You must try as much as possible not to break the target units formation. First you must take any models in the open (i.e. visible and not in

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Take It Out! Independent Fire


Sometimes, units can be upgraded by giving one or more of their models a very powerful man-portable weapon, whose nature varies enormously between armies. In general, they are used to take on enemy tanks and other heavily armoured targets. When a unit res, any model ring a weapon with a Piercing value of (4) or more can target any visible enemy, regardless of what his teammates are shooting at. You can resolve the shots from independent ring weapons before or after ring the rest of the unit, but you must declare all targets before rolling any dice. When resolving the independent re, always determine line of sight and cover by looking from the viewpoint of the independent ring model, ignoring models from its own unit (basically, imagine that the rest of the unit does not exist).

Warpath: The Rules

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Melee
If your activating unit has charged an enemy unit, then your warriors must now strike against the enemies that they have charged we call this Melee, but we we also refer to it as combat or close combat. In reality the enemy warriors would also be ghting back against yours, but for the sake of playability, we imagine that the impetus of the charge means your men are doing most of the attacking. If the enemy is not destroyed, your men will fall back and brace themselves, because their foes are very likely to soon charge back in to avenge their fallen comrades. obstacle and/or the chargers move meant that one or more models moved through any areas of difcult terrain or over obstacles. +1 target suppressed. The target unit was Suppressed when it was charged. For each of these factors, add or deduct the modier from the score rolled by the dice. For example, if your models normally need a 4+ to hit, but are attacking an enemy that was Suppressed when it was charged, they hit on 3+ instead. Any dice that rolls a 1 is always a miss, regardless of modiers. However, if modiers to the roll mean that the attackers would need more than 6 to hit, they can still attack. In order to hit, however, you need to rst roll a six and then roll again and score a 4 or more (no modiers apply to this second roll).

Determine Attacking Models


Any model that is in base contact with at least one model in the target unit must attack with its close combat weapons.

Attacking and Hitting the Target


Each attacking model has an Attacks (Att) value that shows you how many dice you roll when it attacks in Melee. Roll that many dice for each attacking model. Your attacking models dice rolls, after applying any modiers that apply, must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets. Discard any dice that score less than that.

Damaging the Target


After discarding any dice that missed, pick up the remaining dice and roll them again, to try to damage the enemy models. The number your attackers need to damage their targets is equal to, or higher than, the targets Defence value. This roll can sometimes be modied by special rules. For example, some units (like most Armoured units) have a Defence value of 7 or more, so they cannot be damaged unless the attacker has some positive modiers to this roll. There may be some weapons which have different modiers than others. You should roll these separately or perhaps use different coloured dice to distinguish them. Any dice that rolls a 1 always fails to damage, regardless of modifiers.

Modiers
A number of factors can make a hit more or less likely to happen. The most common are: -1 defensive positions/disrupted charge. The majority of the models in the target unit are behind an

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Effects of Damage Casualties


For each hit that scores damage, you remove one of the models in the target unit. This is done in a strict sequence, following the rules below. Note that the rules are given in order of importance. You cannot take the units Leader until there are no other models left hes always the last to die. This represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed. You cannot take any models that stand out from the normal troopers (e.g. models carrying support weapons, etc.) until all of the normal troopers have been removed. This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed. You must try as much as possible not to break the target units formation. First you must take any models that are in contact with your own models, then you must take any models not in base contact with your models.

Suppressed count as Destroyed instead, as described below.

Regrouping
At the end of the Melee and after any Nerve tests have been resolved, if your unit managed to destroy the enemy it was ghting, it can either stay where it is or move up to D6 in any direction, following all of the rules for a normal move. If, on the other hand, your unit did not manage to destroy its enemies, you must pull back. Immediately execute a full D6 move following all of the normal rules, except that your models must attempt to return towards the position they started the charge from. As you do this, you must ensure that your models end up in formation and more than 1 away from any enemy model (you might occasionally have to move them further than the dice roll would allow to clear the enemy unit). The enemy models are left in place.

Disordered
If a unit is not destroyed by a charging enemy, it is automatically Disordered. Place a Disordered marker next to it. In its next activation, the unit cannot shoot or use any other ranged attack. After their next Activation Test, whether it is successful or failed, the Disordered marker is automatically discarded.

Testing Nerve
At the end of each Melee, once all models have attacked and casualties have been removed, you immediately test the Nerve of the enemy unit that your unit inicted enough damage on (see the Nerve section). This test will determine whether the enemies will stand or be destroyed; see Regrouping below. Note that in Melee, results of

Melee Weapons
Unlike ranged weapons, melee weapons do not have a prole, but normally confer a special rule to the model wielding them. For some common melee weapons special rules, see the Special Rules section on page 51. The Rules

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As a unit accumulates damage, it will become more and more likely to lose cohesion, until eventually it will turn tail and run from the eld, never to return.

Nerve

Results
If the total is equal to or higher than the enemy units Destruction limit, the unit suffers a Destroyed! result (see below). If the total is lower than the Destruction limit, but equal to or higher than the Suppression limit, the unit suffers from a Suppressed result (see below). If the total is lower than the units Suppression limit, the unit is Steady, which means it is completely unaffected and continues to ght on as normal. Do remember that if the Steady result is caused by a melee attack, the Steady unit still needs to be marked as Disordered, as explained in the Melee section.

When to Test
If the unit you are activating shoots or charges an enemy unit and kills at least 50% of their current numbers (calculated at the point your unit rst activated), you have inicted a serious amount of damage and can now test their Nerve. This of course means that it gets increasingly easier to cause Nerve tests on enemies units as they reduce in size.

For example, an enemy unit that consists of ten warriors suffers four casualties from the fire of one of your units. That is not enough to make them test. However, there are now only six warriors in the enemy unit, which means that your next unit to attack them only needs to inflict three casualties (i.e. 50% of six) to force a Nerve test.

How to Test
Each unit has two numbers under its Nerve value. The rst number is the units Suppression limit, the second number is its Destruction limit. To test the Nerve of an enemy unit, roll 2D6 and add to the result any modiers that apply (from Special rules, etc.). This is the total youre using to attack the enemy units Nerve. This total is then compared with the Nerve values of the enemy unit.

For example, lets say you are testing against the Nerve of an enemy unit that has a Nerve of 8/10. If you roll a seven or less, the enemy unit will be Steady. If you roll an eight or nine, the enemy unit will be Suppressed. If you roll a ten or more, the enemy unit is Destroyed.

Suppressed
The unit continues to ght, but drops to the ground and takes cover. This makes the unit more difcult to activate, as explained in the Activation section. If the Nerve test is caused by melee attacks, the unit treats Suppressed results as Destroyed! instead lying at on the ground is not a great

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defence against melee opponents, so the unit surrenders instead and is either slaughtered on the spot or taken prisoner (or devoured, depending on the enemy).

Destroyed!
The unit is scattered and runs for the hills or surrenders to the enemy. To all intents and purposes it is Destroyed remove it from the game.

The Rules

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Armoured units (or Armour for short) follow the rules as given previously, except that they consist of a single model and use the exceptions listed here below.

Armoured Units

Diagram F Manoeuvre Armour with Speed 12 moves 7", pivots, then moves another 5".

Armour Movement
Armoured units move in a very different way from other units. So when moving an Armoured unit, you can give do one of the following:

Halt
This is just the same as any other unit the Armoured unit remains stationary.

Hard Turn
The Armoured unit moves by simply pivoting around its centre to face any direction. See Diagram E.

Full Speed
The Armoured unit advances straight forward, without any pivot, up to double its Speed in inches. See Diagram G. This prevents it from shooting that turn, just like moving At The Double for non-armoured units.

Diagram E Hard Turn

Manoeuvre
The Armoured unit moves at normal speed this is always straight forward or straight backwards up to its Speed in inches. At any point during this move (i.e. before or after moving, or anywhere along the move), the Armoured unit can also make a single pivot around its centre of up to 90 degrees from its original facing. See Diagram F.

Diagram G Full Speed Armour with Speed 12 can move Full Speed forward up to 24". 12" 24"

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Collisions & Overruns


You will have noticed that Armoured units cannot charge. Just as normal, they cannot move into contact with other units, friends and foe, as this is simply too dangerous. However, when they are moving at Full Speed, they are allowed to move into contact with enemy Armoured units (smash!). They are also allowed to move right through Infantry and other units (squash!), and they have a Crushing Strength value specically for this purpose... read on.

When doing so, you must ensure that they can clear the entire unit and end their move at least 1 away from any enemy unit, just as normal. If this is impossible and your Armoured unit stops over enemy models, move these models as little as possible to make room for your Armoured unit. See Diagram H. Immediately after nishing the move, the Armoured unit makes D6 Melee attacks against every enemy unit it moved over, representing a combination of soldiers being run over and the demoralising effect of having to run away from an armoured behemoth. These attacks always hit on a 4+, regardless of any modier. Roll to damage as normal for any hits caused, using the Crushing Strength value of the armoured unit. Test the Nerve of any enemy unit taking enough damage as described in the Nerve section (and remember, these are Melee attacks!).

Collisions
In a Collision, an Armoured unit moves at Full Speed into contact with another Armoured unit and then stops. A Collision causes D6 automatic hits on both vehicles. Roll a separate die for each vehicle and roll for damage against both your and the enemys Armoured unit using the appropriate Crushing Strength value for each vehicle. If any unit is damaged in the process, take a Nerve test for them, including against your own unit! It goes without saying that its much better to launch your hardest vehicles against imsy low-Defence enemy Armoured units than the other way around, otherwise you risk inicting more damage against yourself than the enemy.

Diagram H Overrun
t t L t t

Overruns
When moving at Full Speed, Armoured units are allowed to move through enemy Infantry, Heroes and Ordnance units (but not other Armoured units, see Collisions).

Terrain and Armour


Armoured units move at normal speed across any type of terrain other than Blocking Terrain. However, if they move at Full Speed across an Obstacle or into an area of Difcult Terrain, roll a die The Rules

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as soon as they come into contact with the Obstacle or as soon as they are fully inside the area of Difcult Terrain. On the roll of a 1, the unit is Immobilised (see Damaged Immobilised, opposite).

Shooting Against Armour


Armoured units are normally more vulnerable to enemy re coming from their anks and rear, as their armour is normally thicker at the front and their more delicate parts, like the engine, tracks, fuel tanks, are more exposed to re coming from the side and especially the back. When shooting against an Armoured unit, work out if the shots are coming from the front, ank or posterior arc of the target. In order to determine where these arcs lie, use two imaginary lines crossing perpendicularly on the centre of your vehicle, as shown in Diagram I.

Prolong these imaginary lines until its clear which direction the shots are coming from. In the case of units comprising of several models, you will have to resolve their re in separate batches according to which facing they are targeting. Any weapon and unit that has the Piercing special rule (i.e. very powerful weapons) will count its Piercing bonus as one higher (+1) if its shots are coming from the ank of the target, or two higher (+2) if coming from the posterior arc. Weapons and units without the Piercing special rule NEVER get these bonuses as they are simply too weak to penetrate armour, regardless of the direction their shots come from.

Obvious Targets
As they are very large and not very good at making use of cover, any units ring at an Armoured unit benet from an additional +1 modier to hit. For the same reason, Armoured units never benet from the Suppressed 1 modier to be hit. A suppressed tank is just as big as one that isnt. Finally, Armoured units only count as in cover if at least 50% of the model is in cover from the point of view of the majority of the firers.

Diagram I Armoured Unit Arcs


Front Arc 90 Left Arc Right Arc

Posterior Arc

Tough to Kill!
All Armoured units have the Tough (n) special rule, as described on page 49).

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This basically means they are not removed when they suffer the rst point of damage, but only when they have accumulated an amount of damage equal to (n). All Armoured units are Tough (3), except if their entry species otherwise.

dagage or from a failed Nerve test), roll a die. On a 4+, the model is removed as normal. On a 3 or less, the model is left in place as a blazing/smoking hulk and becomes Blocking Terrain for the rest of the game.

Armoured Units Shooting


Independent Fire
Thanks to their advanced re control systems (or numerous crew), Armoured units can split their re against different targets. This means that you re each weapon carried by the vehicle separately and in any order you like just declare all of the targets before starting to re any weapon.

Damaged Immobilised
If an Armoured unit has the Tough (n) special rule, every time you score a point of damage on it, roll a die. On a 4+, the vehicle is Immobilised. Whatever the result, you should now also make a Nerve test against the damaged unit see page 36. If a vehicle is Immobilised for any reason, it must remain stationary for the rest of the game and can only Halt.

Destroyed
When you destroy an enemy Armoured unit (either by removing its last point of

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Arc of Fire
Each weapon on an Armoured unit can only be red at targets that lie at least partially in one or more of the units arcs (see Diagram I). Each of an Armoured units weapons has a notation showing in which arc it can be red. These can be [F] for the Front arc, [L] for the Left arc, [R] for the Right arc, [P] for the Posterior arc. Some weapons can be red in multiple arcs, and this will be indicated as, for example, [F/L/R], or even [A] for weapons that can be red All Around (so 360 degrees).

When working out the line of sight of a vehicles guns, always assume that they are free to swivel, traverse and otherwise move as much as the design of the model indicates. If you have glued your tanks turret in a xed position, for example, still assume that it can rotate all around.

Melee Against Armoured Units


Hitting Armoured units
When rolling to hit an Armoured unit in Melee, the following to hit modiers apply instead of the normal ones: 2 fast moving target. The target is not Immobilised and moved over 12 in its previous activation.

Line of Sight
Work out the line of sight of each weapon (and cover of its target) by looking along its barrel.

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+2 stationary target. The target performed a Halt or Hard Turn in its previous activation or is Immobilised. If the target moved up to 12, including performing a Hard Turn, no modiers apply and the attacker rolls to hit as normal.

Damaging Armoured Units


In Melee, there are no bonuses for attacking an Armoured unit in the ank or posterior arcs, as the attackers are clambering all over the enemy vehicle.

However, it is much easier to nd weak spots in a vehicles armour at point blank range, so any weapon and unit that has the Crushing Strength special rule (i.e. very powerful attacks) will count its damage bonus as two higher (+2) when attacking a stationary armoured unit (as dened above). For example, a model with Crushing Strength (2) counts as Crushing Strength (4).

No Disorder
Unlike other units, if an Armoured unit survives a melee, it is not Disordered and it is free to act normally in its following activation.

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Nerve Tests for Armoured Units


If you inict one or more points of damage on a Tough (n) armoured unit, and the unit is not destroyed, you immediately test its Nerve, just like when you inict 50% casualties on an infantry unit.

All Armoured units are Steadfast, unless otherwise noted. If an Armoured unit is Destroyed by a Nerve test, roll as normal to see whether the model is left in place (i.e. the crew have abandoned it) or not (i.e. the crew have hurriedly driven it off the eld, or abandoned it and blown it up).

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Ordnance
Ordnance units follow the main Infantry rules as given earlier, but have a few exceptions. We thought it convenient to sum up all such unique rules in a separate section, so that they are easier to find.

Melee
When attacking an Ordnance unit, models always receive an additional +1 to hit, as artillery crew are not well equipped for close combat. As they cannot move At The Double or Charge, Ordnance units must move at normal Speed when they are Disordered they are attempting to redeploy under cover from friendly units. If they cannot move when Disordered (they could have been deployed inside an area of terrain, for example), they become Suppressed instead. Note that Ordnance units are not very good at getting out of the way of Overrunning armoured units. The player rolls two dice to determine how many attack his overrunning vehicle gets against the Ordnance unit and chooses the highest of the two results crunch!

Movement
All Ordnance units have the Lumbering special rule, and therefore cannot move At The Double. In addition, they are not allowed to Charge. Ordnance units treat all type of terrain as Blocking Terrain. They can be deployed in areas of difcult terrain, but in that case they can only Halt for the rest of the game.

Shooting
As they are so bulky, Ordnance units have the Reload! rule. When an Ordnance unit res, rst pivot the gun around its centre to face its intended target (this does not count as moving), and then check its line of sight along the barrel of the gun.

Nerve
If you inict one or more points of damage on a Tough (n) Ordnance unit, and the unit is not Destroyed, you immediately test its Nerve, just like when you inict at least 50% casualties on an Infantry unit.

Tough to Kill!
All Ordnance units are Tough (3), except if their entry species otherwise.

The Rules

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Heroes and Monsters


Heroes and Monsters follow the main Infantry rules as given previously, except that they consist of a single model and use the exceptions listed below.

Tough to Kill!
All Heroes and Monsters are Tough (3), except if their entry species otherwise.

Shooting
Monsters (and not Heroes!) are Obvious Targets as described for Armoured units.

Nerve
If you inict one or more points of damage on a Tough (n) Hero or Monster, and it is not Destroyed, immediately test its Nerve, just like when inicting at least 50% casualties on an Infantry unit.

Transports
Some units (normally Armour or Monsters) have the ability of carrying squads of infantry into battle. If a unit has the Transport (n) special rule, it can transport any number of units of Infantry, and/or Heroes, up to a total number of models equal to (n). time immediately suffers D6 hits with Piercing (1). If it survives the damage (and possible Nerve test), it then receives a Done! marker. If the Transport model is removed as a result, the transported units are placed in the Transports place. If the Transport model remains (as a blazing hulk) the transported units are immediately placed around it and, as much as possible, with all of their models within 1 of the hulk, and in formation.

Mounting Up
Units can be deployed directly inside a Transport during Deployment, when its their turn to be deployed. Otherwise a unit can mount up by being activated and then move to within 1 of a Transport. Transported units are removed from the table clearly mark which unit is inside which transport for your opponent to see (sometimes, players like to leave the Leader model on top of, or next to the vehicle as a reminder). Transported units cease to exist from the point of view of the game until they Dismount. While they are transported, they can do nothing and cannot suffer any damage. However, if their Transport is destroyed, each unit on board at the

Dismounting
Transported units cannot be activated while transported, unless you want them to Dismount from the transport. Transported units cannot Dismount from a transport that moved at Full Speed that same Turn. For a transported unit to Dismount, you must attempt to activate it. If successful, the unit is placed so that all of its models are in formation and within 3 of the Transport. The unit must then make a normal Move (no Charging or moving At The Double), and counts as moving even if they decide not to move any further.

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Special Rules
Units, or entire armies, sometimes possess what we call Special Rules. Each of these special rules is an exception to the normal rules. The most common of them are listed here, but we will undoubtedly add more to this list at a later date. Bulky Size matters. The unit cannot be transported. Craven Not everyone is cut out to be a warrior...
If the unit wants to Charge, roll a die. On a result 2+ the Charge proceeds as normal. On a 1, the unit misunderstands the order and Halts instead.

you can re-roll the die for shaking off the effects of Suppression and successfully activating. Immobile The unit is so heavy that it cannot move under its own power, or it is simply built into a defensive position. This unit must always Halt when activated and cannot move. If forced to move by any reason, it is destroyed. Inltration The unit is extremely adept at inltrating and acting behind enemy lines. During your Deployment, you can place this unit up anywhere on the table outside of the enemys Deployment area and more than 12 from any enemy unit that has already deployed. Inspiring The bravery of a heroic individual, the presence of a feared superior ofcer or indeed the mind-link of some controlling alien creature, are all factors that contribute to make troops ght that much harder and helps them retain momentum during an attack. If the unit itself, or any friendly unit within 6 of it, fails an Activation Test, you can choose to immediately re-roll the die. The second result stands. This ability can only be used once per Turn though, so choose wisely! Note that this re-roll is initial Activation test only, a Suppressed unit still has an additional roll to pass as normal. for the and that to make the test,

Crushing Strength (n) This rule is used to represent the devastating effects of Melee hits from creatures of terrible strength, or equipped with specialised close combat weaponry. All Melee hits inicted by the unit have a +(n) modier when rolling to damage. Elite Elite creatures are true masters of the art of war. Whenever the unit rolls to hit, it can reroll one of the dice that failed to hit. Fast Zooooooooooommmmm!!! When moving At The Double or at Full Speed, this unit trebles its Speed rather than doubling it. Headstrong Ive got no time to bleed. When you are trying to activate this unit when it is Suppressed,

The Rules

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Jump Troops Some troops use anti-grav personal systems, jump jets, short-range teleporters and other more exotic gear allowing them to cross the battleeld at speed. The unit can move normally on the ground using its Speed value, or can activate its jump jets. If it does so, its Speed changes to 9 (so, 18 when moving At The Double or when Charging), and it can move over anything without penalties (enemy units, Blocking Terrain, areas of Difcult Terrain, etc.), but still cannot land on top of Blocking Terrain or within 1 of another unit. If it Charges using its jump jets, in the ensuing Melee it does not suffer the -1 to hit penalty for charging a defensive position or for a disrupted charge. When mounting and dismounting from a transport, Jump Troops must move on the ground using their normal Speed value and cannot do so and use their jump jets.

Lumbering Some machineries of war are not built for speed, but more than compensate for it with firepower. The unit cannot move At The Double or at Full Speed. When Charging, it does so at normal speed and not at double speed. Steadfast No retreat! No surrender! The unit treats Suppressed results on Nerve tests as Steady instead, including in Melee. Stealthy The unit is extremely adept at hiding, or benets from thermo-optical screening. Enemies shooting against the unit suffer an additional -1 to hit modier. Recon This unit is trained to range ahead of the main force, scouting the terrain and gathering information. The unit can make a single At The Double or Full Speed move after all Deployment is nished, but before the players roll for the Initiative on Turn 1.

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If both armies have units with this rule, roll a die. The highest scorer decides who begins to move one of his Recon units rst, then the players alternate until all Recon units have been moved. Tough (n) Some models that form a unit of their own, like armoured vehicles, heroes, monsters and artillery pieces, can take quite some punishment and keep ghting. Models with this rule are not removed when they suffer their rst point of damage, but rather when they have taken a number of points of damage equal to the number in the brackets. This means that you must keep track of the amount of damage they suffer during the game, by writing it down or using damage counters. Whenever one of these models suffers one or more points of damage during

an activation, the enemy will test its Nerve, as described on page 36. Vicious The units attacks are lethal poisoned, corrosive or infected with a highly virulent pathogen. Whenever the unit rolls to damage, it can re-roll one of the dice that failed to damage. Zap! (n) This represents all sort of assorted alien mind-burning powers and other exoteric modes of attack. The model has a ranged attack. This attack has a Firepower equal to (n), a range of 24, always hits on 4+ (regardless of modiers) and is Piercing (1).

The Rules

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Armour Special Rules


The following special rules are normally given to armoured units. Hoverer Used for vehicles that can y at low altitude, hover in stationary ight and land vertically at will, much like a helicopter or anti-grav gunship. The unit moves over anything without penalties (Blocking Terrain, Difcult Terrain, enemy units, etc.), but cannot land on top of them. In addition the unit cannot Overrun enemy units, and it can only initiate a Collision against enemy units that also have this rule. The unit can be charged only if its already Immobilised. The unit also has the Nimble special rule. Nimble Used for vehicles with little or no armour, this rule makes the unit much more manoeuvrable. If moving at normal speed, the unit can make a single extra Hard Turn move at any point during its movement. Open Top Used for vehicles that have soft skin and/or have no cover at all, so that the crew are exposed to enemy re. Open Top armoured units have a considerably lower Def value, and are not Steadfast, as the enemy attacks can easily cut down the crew or force them to duck for cover inside their vehicle. This does make them very vulnerable in melee, where a Suppressed result would destroy them as normal.

Units transported aboard Open Top transports can be activated even when they dont Dismount. If you do that, up to three transported models can re temporarily place the models on the transporting model in order to work out their line of sight and range. If the transport has already been activated and has moved at normal speed, the passengers can shoot as normal. However, if the transport has already been activated and has moved at Full Speed, the passengers cannot shoot. In addition, transported units can move At The Double and even Charge after Dismounting from an Open Top unit instead of being forced to make a normal Move. However, they charge at their normal Speed, rather than doubling it. Stabilised This vehicle is designed to re its weapons on the move. If this unit moves at Full Speed, it can still re one of its weapons (except for weapons with the Reload! special rule).

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Weapons Special Rules


The following special rules represent a variety of weapon effects and capabilities. Blast (n) Booooooommmmm!!! Roll to hit normally. Then, any hit caused is multiplied by the number indicated in the bracket before rolling to damage. Howitzer Some exible weapons can either be red directly at the enemy or used to bombard very distant targets. The weapon may either be red normally or by using the Indirect Fire special rule. Declare before you re. Indirect re The weapon res its shots in high arcing trajectories. Receiving coordinates from observers in orbit, the operator can engage targets it cannot see. However, he cannot re at enemies who get too close. The weapons shots never suffer any to hit modiers for range or cover. However, it can never target units within 12. In addition, the weapon may be red at targets that the operator cannot see, but in this case it will suffer an additional -1 To Hit modier. Piercing (n) This rule is given to high-powered ranged attacks that have a better chance of penetrating the armour of enemy units.

All hits inicted by the weapon have a +(n) modier when rolling to damage. Pistol Pistols have the great advantage that they can be used both at a range and in melee, making them extremely flexible weapons. A model armed with a pistol has one extra Attack in Melee. In addition, if the pistol has a Piercing value, it confers an equivalent Crushing Strength to all of the models Melee attacks. If the model already has Crushing Strength, it will use the highest value available either its own or the pistols for all of its Melee attacks. Reload! Some powerful weapons need a long time to prepare for ring or to reload once they have fired. The weapon can only be red if the unit has Halted during this activation. Saturation This rule is used for ame throwers and other attacks where a great gout of incendiary liquid or toxic gas lls an area. This weapon always hits on 4+, regardless of any modifiers. Sniper A weapon designed to hunt and kill enemy Leaders. If the unit remains stationary and res, this weapons shots ignore any cover modiers and the Stealthy special rule. The Rules

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Reinforcements
During Deployment, you can leave up to half of the units in your army behind and not deploy them on the table. These units are your Reinforcements and will be able to arrive later during the game. You dont need to activate these units during your turn. If you do attempt to activate them, however, you must rst take an Activation test as normal and then conrm the activation exactly as you would when activating a Suppressed unit (see page 25). If the Activation test is failed, or you fail to Shake off the effects of Suppression, the unit will not enter the game that turn and the Initiative passes to the opponent as normal (unless of course this is done during the Final Activations). If at the end of the game the unit is still off the table, it does not count as Destroyed. When a Reinforcing unit is activated, immediately choose an entry point for the unit. This can be anywhere on your long table edge or on either short table edge, a number of feet away from your long edge equal to the current turn number (so up to 12 in on Turn 1, up to 24 in on Turn 2 etc.). For example, on your third turn the entry point can be on your long table edge or on either short table edge within three feet of your long edge. If the unit arrives on your fth turn, it can also enter from the enemy long edge, but within a foot of either corner, or within two feet of the corners if it arrives on your sixth turn (the unit has obviously encircled the enemy position). Place the units Leader in contact with the entry point and position the remaining models in formation around him as normal. Then you must immediately move the unit at normal speed, in the same way as units Dismounting from a transport.

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Buildings
The way buildings are represented on a wargames table varies enormously, but roughly they can be divided into two categories which we will analyse separately: Devastated Multi-oor Buildings and Solid Buildings. Keep in mind that these are quick rules, to be replaced in the future by a supplement covering the details of ghting in ruined cities. or above the target, and then the Charge is resolved applying the -1 defensive positions/disrupted charge modier. If the enemy is destroyed in Melee, the charging unit is moved in their place.

Solid Buildings
These are buildings that are still intact and we assume that you are not able to open them and move your models inside them. The simplest solution is to treat these buildings as Blocking Terrain. Otherwise, if you prefer to use them in your games and decide that your models can enter them, you need to treat them as Immobilised Transport vehicles. Before the game you must therefore decide what Defence value and what Transport value to assign to each solid building on the table. Listed below are some guidelines for Defence values.
Wooden hut Log cabin Brick house Concrete building Bunker 7+ 8+ 9+ 10+ 11+ or better

Devastated Multi-oor Buildings


These are the simplest type of buildings, no more than three-dimensional areas of Difcult Terrain, with several oors still reachable by your models. Of course, we assume that you are able to reach inside this type of building and move your models. As we said, these treacherous placers are Difcult Terrain, unless the players agree otherwise, so movement across them is slow. In addition, any Infantry and Hero models can move up or down a oor by making a move at the double, as we assume there are ruined stairs or ladders, or other climbing implements, or even just piles of rubble, connecting each oor. Always ensure that a unit is completely on one of the oors, as units stretching two or more oors are way too complicated for these quick rules. A unit can declare that it is Charging an enemy that is occupying a oor immediately above or below its present position. The chargers are moved so that they are as close as possible underneath

As for Transport capacity, our guideline is to say that a building has a Transport value of 10 per 6 square section. When Mounting (i.e. entering) and Dismounting (i.e. leaving) from a building, units can only use facings The Rules

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that have opening large enough for the models to move through doors, gates, large windows, etc. This means that models must be within 2 of the side of the building that has such openings when entering/leaving buildings. Once inside a building, the unit is assumed to occupy the entire building all of its oors. Other friendly units can enter the same building up to the Transport value, but enemy units can no longer enter it and must instead attack the building itself in other words the building has now turned into one of your Transport vehicles. Units inside buildings can be activated to get out of them and can also be activated to shoot out of them, as

described in the Open Top special rule (note that buildings do not otherwise have the Open Top rule). When shooting out of a building, draw line of sight from any obvious opening. All the rules for attacking Immobilised Armoured units apply, except that any unit shooting at a building always counts as in its front arc. If a building is destroyed, replace it with an area of rubble (Difcult Terrain) and then resolve damage against any unit inside it as you would for transported units if their transport is destroyed. Finally, place any surviving models that were inside the building within this area these models are automatically Suppressed.

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Picking a Force
You can play Warpath with just a few units per side, without worrying about the two sides being equally matched. This is great for learning the game, but after youve become familiar with the rules and amassed a large collection of models, you might want to try a game where the forces are balanced, so that both players have an equal chance of winning the game. To achieve this, you and your opponent must pick an army before the game. First, agree a maximum total of points, say 2,000 points. Then start picking units from the army lists provided by Mantic. Each unit costs a certain amount of points as listed in its entry in the appropriate army list (including any options like additional weapons). For example, a squad might cost around 100 points. As you pick units and include them in your army, keep adding their cost until you have reached the total you agreed. You can of course spend less than the agreed total. The only limit we set to stop ruthless gamers from concocting absurd armies is that for every Solid unit in your army (i.e. units of at least 10 infantry models), you can include 1 Ordnance unit, 1 Armoured unit and 1 Hero or Monster. So, for example, including 3 Solid units gives you access to up to 3 Ordnance units, 3 Armoured units and up to 3 Heroes or Monsters. Note that some units have an asterisk next to their name (for example: Stunts*). This indicates that the unit is never counted as a Solid unit, regardless of the number of models it The Rules includes. We call these Irregular units, and they are not Solid units because they are not representative of the core, or mainstay force, of their army. In addition, if a unit has [1] after its name in the list, it is a Living Legend and this means that only one such unit exists and can therefore be only be included in a players army once.

Allied Armies
You are free to mix units from different races in your army, as long as you always keep in mind that you need a Solid unit of a specic race to include each Ordnance unit, Armoured unit and Hero or Monster of that race. You can also join forces with your friends and play with several allied armies on either or both sides, as long as the points values are balanced (unless you agree otherwise). However, alliances between races that are hated enemies in the Warpath background are not very realistic, so we have given a specic list of Possible Allies to each army. So please try to follow these guidelines and dont include units of an army that is not a Possible Ally in your army, unless your opponent agrees, of course.

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Game Scenario
1) Prepare your Forces
First of all you and your opponent need to pick armies to an agreed total of points, using the process described in Picking a Force. of Difcult or Impassable terrain? If you are using buildings, agree how you will treat them during the game.

4) Set Time
The game lasts 5 turns. At the end of turn 5, the player rolls a die. On a 1-3 the game ends. On a 4-6 an extra turn is played and then the game ends. Of course you can agree to change the number of turns you are going to play for, or instead that you are going to play for a set amount of time (we suggest two hours), after which the game continues until the current turn ends. Alternatively, you could also play a Timed Game, as explained in the Timed Games section of the main rulebook.

2) Choose a Gaming Area


We assume that games of Warpath will be played on a 6x4 foot area, either on a table or another at surface, like the oor.

3) Terrain Alien Worlds


Before the game, you should place some terrain on the battleeld. Try to recreate an evocative landscape of the futuristic/alien world your armies are battling on and always keep in mind that Warpath plays better if there is a good amount of terrain on the table. Ideally, you need a few large pieces of terrain completely blocking the models line of sight, so that units have to move around to engage targets. Also, you need a fair amount of smaller terrain that gives your units some cover from enemy re. Without enough terrain on the table, units might just sit on the edge blasting away at each other, which is not much fun, especially on the receiving side. A good solution is to nd a third (and neutral!) person to lay out the terrain for you. As a rule of thumb, try to cover around a third of the table with a mixture of terrain types. During this stage its vital that you agree what each piece of terrain is going to count as during the game is it Blocking Terrain, an Obstacle, a piece of Decorative terrain, or an area

5) Engagement Brief
So, when the game ends, who is going to be the winner? In order to determine that, roll a die now to see what type of game you will be playing: D6 1-2 3-4 5-6 Type of Game
Meat Grinder Scorched Earth Total Global Domination

Meat Grinder At the end of the game, add up the cost of all of enemy units you Destroyed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 20% of the total cost of the armies, that player wins. Otherwise the game is a draw.

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For example, in a game where armies are 2,000 points, you need at least 400 points more than the opponent to win. Scorched Earth Place D3+4 Objectives on the battleeld. For objective markers, you should use 25mm round bases, but two pence coins or items of similar size are also ne. Both players roll a die. Whoever scores highest places the rst marker, and then players take turns placing the markers. Objective markers must be placed more than 12 from one another, and not in Impassable terrain. If, at the end of the game you have a unit within 1 of an Objective Marker and no enemies within 1 of it, you control that Objective. A unit can only control a single Objective. If you control two more Objectives than your opponent, you win, otherwise the game is a draw. If you play on a smaller or larger surface, adjust the number of Objectives as follows: add/remove one Objective for each 2x2 section you add/remove from the normal 6x4 area. For example, that means using D3+2 Objectives if your surface is 4x4, or it means D3+6 Objectives on a 8x4 area. Total Global Domination Proceed as for Scorched Earth above but at the end of the game count the points just like in a Meat Grinder game. In addition to points for killing units, any Objective you control at the end of

Player A Set-up Area 12 Middle Line 12

Player B Set-up Area


the game (as described above) is worth an amount of points equal to 10% of the cost of the armies. For example, in a game where each army is 2,000 points, each Objective is worth 200 points.

6) Deployment
Both you and your opponent rst place all of your units next to the playing surface for the other player to see. You can also have a look at each others army list, to ensure you both understand what force you are going to face. Then both players roll a die. The highest scorer chooses one long edge of the battleeld as his own and then places (or deploys) one of his units on that side of the battleeld, more than 12 from the middle line (see the diagram above). His opponent then does the same on the opposite side of the table. The players keep alternating in doing this until they have deployed all of their units onto the table. You can leave up to half of the units in your army off the table, and any undeployed unit will be treated as a Reinforcement (see page 52).

7) Begin the Game!


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Timed Games
We really enjoy playing a game of Warpath in a relaxed atmosphere, along with the accompaniment of epic music, beer, pizza and the unavoidable truculent banter. However, the game is designed so that you can also decide to introduce another dimension to the ght: time. This way youll be able to experience some of the pressure of real battle, when snap decisions make the difference between victory or defeat, life or death! he loses the Initiative and then stops his clock and activates the opponents clock, and so on. The game ends at the agreed number of turns and victory conditions are worked out as normal. However, if a player runs out of time during any one of his turns, the game ends instantly and his entire army routs immediately remove all of his remaining units, as if they suffered a Destroyed result, and work out the victory conditions as normal. However, in an Objectivebased game the opponent is allowed to keep moving his units for as many turns as there are left in the game in order to grab Objectives before the victory conditions are worked out.

Chess Clocks
The best tool for timed games is a chess clock, a clever device that ensures time is equally divided amongst the players, thus creating the ultimate fair and balanced wargame. Simply agree a number of turns for the game and an amount of time per player, and set the chess clock accordingly. For a 2,000 points game, we suggest sticking to the recommended ve turns (plus roll for a sixth) and one hour per player, but its up you to nd the pace you prefer for your games. Then, after deciding which player begins to Deploy, start that players clock. Once hes nished deploying the rst unit, he stops his clock and activates the opponents clock, and so on. Once Deployment is nished, stop both clocks and begin the game by rolling the rst Initiative phase. Once the winner of the roll has chosen who has the Initiative, re-start that players clock. That player plays until

Other Timers
If you dont have a chess clock at hand, dont worry the stopwatch in your phone or watch, or even an hourglass or egg timer will do fine. If you use one of these, then each player gets an agreed amount of time per Initiative segment (i.e. from the moment he receives the Initiative to the moment he surrenders it to the opponent). We suggest that each Initiative segment should take five minutes.

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If a player runs out of time during his Initiative segment, he can nish the activation of the unit he was in the middle of activating, but his Initiative then ends. Make sure that you also set a time limit for Deployment (30 seconds per unit works ne).

a rule, an unclear line of sight, etc. It is also best if any unit you Destroy is removed by your opponent, together with any Suppressed, Done or other markers the unit had. By all means, you and your opponent can vary the amount of time you have for your game or your turns according to your own taste, but if youre like us, you are going to love the pressure created by timed games after all, in real war one rarely has the luxury of time...

Be Nice!
Of course, its only fair to stop the chess clock or timer if one of the players is distracted from the game (by a phone call or the like), or if the players need to check

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The Corporation
Army Special Rules
Command & Control
For all models in this list, the Inspiring special rule has a range of 12 instead of the usual 6. In addition, any weapon carried by the heavy weapon team counts as having the Reload! rule. unit entry. Note that a solid that is upgraded to include a heavy weapon team is still solid.

Heavy Weapon Teams


A heavy weapon team counts as a single model armed with the weapon stated in the

Allies
Marauders, Forge Fathers, Veer-myn, Asterians.

INFANTRY

INFANTRY Marines
Cost: 50pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10

The Marines are well trained and well equipped they form the true core of any Corporation force.

Marines Team
Marine

Marines Section
Marine 5 4+ 1

Cost: 120pts 4+ 8/10

Spd Hit Att Def Ner

Unit: 4 Marines (laser ries) and 1 Corporal (laser rie). Options: One Marine can replace his rie with a heavy laser rie for +5pts. One Marine can replace his rie with a tactical ame unit for +25pts. The Corporal may be replaced by a Sergeant (laser pistol and energy gauntlet) for +20pts.

Unit: 9 Marines (laser ries) and 1 Sergeant (laser pistol and energy gauntlet). Options: Up to two Marines can replace their rie with a heavy laser rie for +5pts each. One Marine can replace his rie with a tactical ame unit for +25pts.

Marines Platoon
Marine 5 4+ 1

Cost: 240pts 4+ 8/10

Spd Hit Att Def Ner

Unit: 18 Marines (laser ries), 1 Corporal (laser pistol and energy gauntlet) and 1 Sergeant (laser pistol and energy gauntlet). The Sergeant is the units leader. Options: Up to four Marines can replace their rie with a heavy laser rie for +5pts each. Up to two Marines can replace their rie with a tactical ame unit for +25pts each.

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Marine Veterans
Veterans Team
Veteran (laser rie). Options: Up to two Veterans can replace their rie with a heavy laser rie for +5pts each. One Veteran can replace his rie with a tactical ame unit for +25pts. The Corporal may be replaced by a Sergeant (pistol and energy gauntlet) for +20pts. Two Veterans can be replaced by a single heavy weapon team (burst laser) for +5pts. The heavy weapon team can replace their burst laser with a light laser cannon for +10pts. 5 4+ 1 Cost: 60pts Spd Hit Att Def Ner 4+ 9/11

Marine Veterans are stubborn experts in point defence and have access to heavy weaponry.

INFANTRY

Veterans Section
Veteran 5 4+ 1

Cost: 145pts 4+ 9/11

Spd Hit Att Def Ner

Unit: 4 Veterans (laser ries) and 1 Corporal

Unit: 7 Veterans (laser ries), one weapon and energy gauntlet). rie with a heavy laser rie for +5pts each. a tactical ame unit for +25pts each. The weapon team can replace their burst laser with a light laser cannon for +10pts.

team (burst laser) and 1 Sergeant (laser pistol

Options: Up to four Veterans can replace their Up to two Veterans can replace their rie with

Rangers
With drop-packs and high-powered rifles, Rangers specialise in operating behind enemy lines.

Heavy Weapons
These tripod-mounted weapons support the Marines with their whithering repower.

Rangers Team
Ranger 5 4+ 1

Cost: 90pts Spd Hit Att Def Ner 4+ 9/11

Heavy Weapon Section


Marine 5 4+ 1

Cost: 75pts 4+ 8/10

Spd Hit Att Def Ner Unit: 3 heavy weapon teams (burst lasers). Options: Replace all burst lasers with light laser cannons for +30pts in total.

Unit: 4 Veterans (heavy laser ries) and 1 Corporal (heavy laser rie). Special: Elite, Inltration, Magnetic charges. Options: Up to two Rangers can replace their rie with a tactical ame unit for +20pts each. The Corporal may be replaced by a Sergeant (pistol and energy gauntlet) for +15pts.

Rangers Section
Ranger 5 4+ 1

Cost: 200pts 4+ 9/11

Spd Hit Att Def Ner

Unit: 9 Rangers (heavy laser ries) and 1 Sergeant (laser pistol and energy gauntlet). Special: Elite, Inltration, Magnetic charges. Options: Up to three Rangers can replace their rie with a tactical ame unit for +20pts each. Corporation army list

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INFANTRY

Striders
Cost: 180pts Spd Hit Att Def Ner 6 4+ 1 6+ 8/10

These lightly armoured scout walkers form the vanguard of the Corporation spearheads.

Strider Section
Strider

Unit: 3 striders (burst lasers). Special: Recon, Fast, Crushing Strength (1), Bulky. Options: Replace all burst lasers with tactical ame units for free, or with light laser cannons for +30pts in total.

Enforcers - Strike Units


Fast, tough and lethal, the Enforcers are the ultimate human ghting force. Cost: 120pts Spd Hit Att Def Ner 5 3+ 1 5+ 9/11

Strike Team
Enforcer

Strike Section 
Enforcer 5 3+ 1

Cost: 240pts Spd Hit Att Def Ner 5+ 9/11

Unit: 4 Enforcers (heavy laser rie) and 1 Sergeant (heavy laser pistol). Special: Jump Troops, Crushing Strength (1), Magnetic charges. Options: One Enforcer can replace his rie with a tactical ame unit or a burst laser for +20pts, or a rocket launcher for +30pts in total.

Unit: 9 Enforcers (heavy laser rie) and 1 Sergeant (heavy laser pistol). Special: Jump Troops, Crushing Strength (1), Magnetic charges. Options: Up to two Enforcers can replace their rie with a tactical ame unit or a burst laser for +20pts each, or a rocket launcher for +30pts each.

Enforcers - Assault Units


Enforcers assault units favour pistol and combat blades, for close-in work.

Assault Team
Enforcer 5 3+ 1

Cost: 120pts Spd Hit Att Def Ner 5+ 9/11

Assault Section
Enforcer 5 3+ 1

Cost: 240pts 5+ 9/11

Spd Hit Att Def Ner

Unit: 4 Enforcers (heavy laser pistol) and 1 Sergeant (heavy laser pistol). Special: Jump Troops, Crushing Strength (1), Magnetic charges. Options: One Enforcer can replace his pistol with a tactical ame unit for +20pts.

Unit: 9 Enforcers (heavy laser pistol) and 1 Sergeant (heavy laser pistol). Special: Jump Troops, Crushing Strength (1), Magnetic charges. Options: Up to two Enforcers can replace their pistol with a tactical ame unit for +20pts each.

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Enforcers - Suppression Units


are a match for large enemy forces.

Mobile repower without equal, the multiple heavy weapons of a single Suppression unit

INFANTRY ORDNANCE

Suppression Team
Enforcer 5 3+ 1

Cost: 120pts 5+ 9/11

Suppression Section 
Enforcer 5 3+ 1

Cost: 240pts 5+ 9/11

Spd Hit Att Def Ner Unit: 4 Enforcers (heavy laser rie) and 1 Sergeant (heavy laser pistol). Special: Jump Troops, Crushing Strength (1), Magnetic charges. Options: Two Enforcers must replace their rie with a burst laser for +20pts each, or a rocket launcher for +30pts each. A further two Enforcers can replace their rie with a burst laser for +20pts each, or a rocket launcher for +30pts each.

Spd Hit Att Def Ner Unit: 9 Enforcers (heavy laser rie) and 1 Sergeant (heavy laser pistol). Magnetic charges.

Special: Jump Troops, Crushing Strength (1), Options: Four Enforcers must replace their

rie with a burst laser for +20pts each, or a

rocket launcher for +30pts each. A further ve Enforcers can replace their rie with a burst +30pts each. laser for +20pts each, or a rocket launcher for

OrdnancE
Field Artillery
troops or take out their armour. Field Artillery Spd Hit Att Def Ner 5 4+ 5+ 8/10 Cost: 95pts These really big guns can bombard enemy

Unit: 1 artillery piece (eld howitzer). Options: Can replace the eld howitzer with a heavy laser cannon for +20pts.

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ARMOUR

ArmoUr
Cost: 130pts

Apc-13 Warrior

SPA-7 pounder

Cost: 145pts

The Warrior is the workhorse of the Corporation, safely delivering the Marines where they are most neeed. Spd Hit Att Def Ner 12 4+ 9+ /10

Batteries of lightly armoured Pounders sit at the back and shell the enemy positions. Pounder one burst laser [F]. Special: Open Top, Crushing Strength (2). Options: Can replace the eld howitzer with a multiple rocket launcher for +35pts. Spd Hit Att Def Ner 12 4+ 7+ 8/10

Warrior

Unit: 1 Blaster SPA one eld howitzer [F],

Unit: 1 Warrior APC one burst laser [A], one burst laser [F]. Special: Stabilised, Transport (10), Crushing Strength (4).

Main Battle Tank mbt-01 Pulverizer

Cost: 260pts

Flame-Thrower Light Tank Flt-8 Firestorm Cost: 130pts


These much feared vehicles rush forward at top speed to drench the enemy positions in highly volatile aming liquids. Firestorm Spd Hit Att Def Ner 12 4+ 9+ /10

Sporting the thickest armour and an impressive array of large guns, the Pulverizer is the main battle tank of the Corporation. Pulverizer Spd Hit Att Def Ner 12 4+ 11+ /10

Unit: 1 Pulverizer MBT one heavy laser cannon or close assault gun [A], one burst laser or tactical ame weapon [F]. Special: Stabilised, Crushing Strength (6), Tough (4). Options: Can replace the burst laser with a light laser cannon for +10pts. Can buy two burst lasers or two tactical ame weapons (one [R] and one [L]) for +50pts, or two light laser cannons (one [R] and one [L]) for +70pts.

Unit: 1 Firestorm FLT one tactical ame weapon [A], one burst laser or tactical ame weapon [F]. Special: Stabilised, Fast, Crushing Strength (4).

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HEROES

HEroES And MonStErS


Cost: 60pts Laser rie Laser pistol

Weapons
Fire Ran 1 1 1 1 1 10 5 1 1 1 1 24 12 18

WEAPONS

Commander (Hero)

Special Pistol Piercing (1)

These charismatic individuals are the nodes in the complex tactical net that coordinates the efforts of any Corporation force. Spd Hit Att Def Ner 5 4+ 1 4+ 10/12

Heavy laser rie Heavy laser pistol Sniper rie Tactical ame unit Burst laser Light laser cannon Rocket launcher Cost: 50pts Close assault gun

12 Piercing (1), 36 Piercing (3), 12 36 36 72 24 72

Commander

Pistol Sniper, Reload! Saturation Piercing (1) Piercing (6)

Unit: 1 Commander (heavy laser pistol). Special: Inspiring (not for Enforcers), Stealthy, Support Grid Relay. Options: Can have an energy gauntlet for +20pts.

36 Piercing (5)

Sniper (Hero)
Sudden death! Sniper

Heavy laser cannon 1 Field howitzer

Piercing (6) Piercing (5)

Blast (D6), Howitzer,

Spd Hit Att Def Ner 5 3+ 1 4+ 9/11

Unit: 1 Sniper (sniper rie, laser pistol). Special: Stealthy, Inltration. Options: Can have magnetic charges for +5pts.

Blast (D6), Piercing (2), Reload! 72 Indirect Fire, Blast (D6), Piercing (1), Reload!

Multiple rocket launcher 2

Energy gauntlet
Enforcer Captain (Hero)
Cost: 60pts This weapon confers Crushing Strength (5) to all of the models Attacks. It cannot be used in conjunction with a pistol though, so a model equipped with both must choose Spd Hit Att Def Ner 5 3+ 2 6+ 10/12 which one to use before he attacks in melee. The Captains of the Enforcers combine great leadership qualities with awesome combat ability. Captain

Unit: 1 Captain (heavy laser pistol). Special: Inspiring, Jump Troops, Crushing Strength (2), Magnetic charges. Options: Can have an energy gauntlet for +20pts.

Magnetic charges
If in melee against an Armoured unit, instead of attacking normally, the model can make a single special attack. If this attack hits, the hit is resolved at Crushing Strength (3), or Crushing Strength (5) if the target is stationary.

Support Grid Relay


The model counts as armed with a Multiple Rocket Launcher, which he can use only once per game. This represents artillery barrages from offmap artillery, high level bombers or ships in orbit. Army Lists: Corporation

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The Marauders
Army Special Rules
Melee Specialists
All units in this list have the Crushing Strength (1) special rule, unless otherwise stated in their entry.

Allies
Corporation, Forge Fathers, Veer-myn, Asterians, Rebs.

INFANTRY

INFANTRY Grunts
Cost: 50pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10 Grunt

Lethal close combat ghters, Marauder Grunts are the best mercenaries money can hire.

Grunts Team
Grunt

Grunts Platoon
5 4+ 1

Cost: 200pts Spd Hit Att Def Ner 4+ 8/10

Unit: 4 Grunts (pistol) and 1 Leader (pistol). Options: The Leader can have a ripper talon

Unit: 19 Grunts (pistol) and 1 Leader (pistol). Options: The Leader can have a ripper talon for +25pts. One Grunt can have a ripper talon for +25pts. Up to two Grunts can replace their

for +25pts. Cost: 100pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10

Grunts Section
Grunt

pistol with a machine gun, amethrower or an anti-tank gun for +25pts each.

Unit: 9 Grunts (pistol) and 1 Leader (pistol). Options: The Leader can have a ripper talon

for +25pts. One Grunt can replace his pistol with a machine gun, amethrower or an antitank gun for +25pts.

Fraggers
Cost: 50pts

Their role is to cover the Grunts advance with the whithering re of their assault ries.

Fraggers Team
Fragger 5 4+ 1

Fraggers Section
Fragger 5 4+ 1

Cost: 100pts 4+ 8/10

Spd Hit Att Def Ner 4+ 8/10 Unit: 4 Fraggers (rie) and 1 Leader (rie). Options: The Leader can replace his rie with pistol and ripper talon for +25pts. One Grunt can replace his rie with a machine gun or an anti-tank gun for +25pts.

Spd Hit Att Def Ner Unit: 9 Fraggers (rie) and 1 Leader (rie). Options: The Leader can replace his rie with pistol and ripper talon for +25pts. Up to two Grunts can replace their rie with a machine gun or an anti-tank gun for +25pts each.

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Jumpers
Whats scarier than Grunts coming at you? Flying Grunts coming at you!

INFANTRY

Jumpers Team
Jumper 5 4+ 1

Cost: 75pts Spd Hit Att Def Ner 4+ 8/10

Jumpers Platoon
Jumper 5 4+ 1

Cost: 300pts 4+ 8/10

Spd Hit Att Def Ner

Unit: 4 Jumpers (pistol) and 1 Leader (pistol). Special: Jump troops Options: The Leader can have a ripper talon for +25pts. One Grunt can have a ripper talon for +25pts.

Unit: 19 Jumpers (pistol) and 1 Leader (pistol). Special: Jump troops Options: The Leader can have a ripper talon talon for +25pts each. Up to two Grunts can replace their pistol with a amethrower for

for +25pts. Up to ve Grunts can have a ripper

Jumpers Section
Jumper 5 4+ 1

Cost: 150pts 4+ 8/10

+25pts each.

Spd Hit Att Def Ner Unit: 9 Jumpers (pistol) and 1 Leader (pistol). Special: Jump troops Options: The Leader can have a ripper talon for +25pts. Up to two Grunts can have a ripper talon for +25pts each. One Grunt can replace his pistol with a amethrower for +25pts.

Rippers
The Rippers wear armoured battlesuits with lethal powered claws for close encounters.

Stunts*
A sub-species of the Orx race, the smaller Stunts are perfect for all dangerous jobs

Ripper Team
Ripper 4 4+ 1

Cost: 100pts Spd Hit Att Def Ner 6+ 8/10

Stunts Section
Stunt 5 5+ 1

Cost: 35pts Spd Hit Att Def Ner 3+ 7/9

Unit: 4 Rippers (ripper pistol and ripper talon) and 1 Leader (ripper pistol and ripper talon).

Unit: 9 Stunts (stunt gun) and 1 Runt (stunt gun). Special: Puny (Stunts do not have any Crushing Strength and are Craven).

Ripper Section
Ripper 4 4+ 1

Cost: 200pts Spd Hit Att Def Ner 6+ 8/10 Stunt

Stunts Platoon
5 5+ 1

Cost: 70pts Spd Hit Att Def Ner 3+ 7/9

Unit: 9 Rippers (ripper pistol and ripper talon) and 1 Leader (ripper pistol and ripper talon).

Unit: 19 Stunts (stunt gun) and 1 Runt (stunt gun). Special: Puny (as above).

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ARMOUR INFANTRY

Stunt-Bots
Cost: 150pts

ORDNANCE
Cannon
This versatile artillery can be used with HE

ORDNANCE

Stunt-Bot Team

Cost: 95pts

Only the most intelligent and bravest of the Stunts are given powered exoscheletons to pilot. Spd Hit Att Def Ner 5 5+ 1 7+ 8/10 Stunt-bot

shells against infantry or anti-tank rounds. Cannon 5 4+

Spd Hit Att Def Ner Unit: 1 artillery piece (big shells cannon). with a tank killer cannon for +20pts.

5+ 8/10

Unit: 3 stunt bots (machine gun). Special: Crushing Strength (5), Bulky. Options: Replace all machine guns with amethrowers or with anti-tank guns for free.

Options: Can replace the big shells cannon

ARMOUR
Cost: 105pts

Raptor

Juggernaut

Cost: 160pts

This light buggy can quickly deliver a small group of Grunts right where theyre needed. Spd Hit Att Def Ner 16 4+ 7+ 8/10 Raptor

Crawling with guns and with Grunts ready to the ultimate Marauder transport.

jump at the enemys throats, the Juggernaut is Spd Hit Att Def Ner Arm 12 4+ 9+ 8/10 Unit: 1 Juggernaut one anti-tank gun, machine gun or ame thrower [F]. Special: Open Top, Crushing Strength (5), Tough (4), Transport (20). A Juggernaut can transport a single Ordnance unit (which counts as 20 models).

Unit: 1 Raptor one anti-tank gun, machine gun or amethrower [F]. Special: Nimble, Open Top, Transport (10), Crushing Strength (2). Options: Can have a Quad upgrade for free (losing Nimble, but gaining Fast).

Bull

Cost: 120pts

Options: Can buy up to two machine guns, antitank guns or amethrowers (in any combination) [A], for +15pts each, each weapon reducing its transport capacity by (5). Can buy a big shells cannon [A] for +20pts, reducing its transport capacity by (10). Can upgrade the big shells cannon to a tank killer cannon for +20pts.

The Bull was designed to offer better protection to crew and passengers, at the expense of speed. Spd Hit Att Def Ner Bull 14 4+ 8+ /10

Unit: 1 Bull one anti-tank gun, machine gun or amethrower [A]. Special: Nimble, Transport (10), Crushing Strength (3). Options: Can have a Quad upgrade for free (losing Nimble, but gaining Fast).

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HEROES

HEROES AND MONSTERS


Cost: 50pts Rie Pistol Stunt gun Ripper Pistol Machine gun Anti-tank gun

Weapons
Fire Ran 1 1 1 2 5 1 10 1 1 24 12 12 12 36 36 12 72 72

INFANTRY OrDnance WEAPONS

Warlord (Hero)

Special Pistol Pistol, Piercing (1) Piercing (1) Piercing (5)

Not many creatures in the galaxy can stand in single combat against a Marauder Warlord. Spd Hit Att Def Ner 5 3+ 3 5+ 10/12 Warlord

Unit: 1 Warlord (pistol). Special: Inspiring, Crushing Strength (2), Tough (3). Options: Add a ripper talon for +30pts. Replace his pistol with a machine gun or an anti-tank gun for +25pts. Can wear a jump harness, gaining the Jump Troops rule, for +25pts.

Flamethrower Tank killer cannon Big shells cannon

Saturation Piercing (6 Howitzer, Piercing (2)

Blast (D6),

Ripper Warlord (Hero)

Cost: 85pts

Ripper Talon

When the going gets really tough, the Warlords wear their powered suits into battle. Spd Hit Att Def Ner Ripper Warlord talon). Special: Inspiring, Crushing Strength (2), Tough (3). Options: Can replace his ripper pistol with a machine gun or an anti-tank gun for +25pts. 4 3+ 3 6+ 10/12 Unit: 1 Ripper Warlord (ripper pistol and ripper

This weapon confers Crushing Strength (5) to all of the models Attacks, as well as the Vicious with a pistol though, so a model equipped with both must choose which one to use before he attacks in melee. special rule. It cannot be used in conjunction

Battlebot (Monster)

Cost: 110pts

This clanking, devastating monstrosity is piloted by an especially trained Stunt. Spd Hit Att Def Ner Battlebot Unit: 1 Battlebot. Special: Crushing Strength (7). Options: Can buy up to two machine guns, antitank guns or amethrowers (in any combination), for +15pts each, each weapon reducing its Attacks by 1. 5 4+ 5 9+ 9/11

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The Forge Fathers


Army Special Rules
Legendary stubborness
All units are Headstrong (except for Steadfast units, of course).

Allies
Corporation, Rebs, Marauders, Asterians.

INFANTRY

InfantrY Steel Warriors


Steel Warriors are reliable, heavily armoured and armed with some of the best standard-issue ries in the galaxy. Cost: 75 pts 1 5+ 9/11

Steel Warriors Team


Steel Warrior 4 4+

Steel Warriors Platoon


Steel Warrior 4 4+ 1

Cost: 300 pts 5+ 9/11

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 4 Steel Warriors (hailstorm rie) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts. One Steel Warrior can replace his rie with a dragon breath for +25pts.

Unit: 19 Steel Warriors (hailstorm rie) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts. Up to two Steel Warriors can replace their rie with a dragon breath for +25pts each. Up to two Steel Warriors can replace their rie with a mjolnir missile launcher for +25pts each.

Steel Warriors Section


4 4+ 1

Cost: 150 pts 5+ 9/11

Spd Hit Att Def Ner

Steel Warrior

Unit: 9 Steel Warriors (hailstorm rie) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts. One Steel Warrior can replace his rie with a dragon breath for +25pts. One Steel Warrior can replace his rie with a mjolnir missile launcher for +25pts.

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Drakkarim
The Drakkarim are young Steel Warriors that have received specialised close-range training and weaponry.

INFANTRY

Drakkarim Team
Drakkarim 4 4+ 1

Cost: 125 pts 5+ 9/11

Drakkarim Section
Drakkarim 4 4+

Cost: 250 pts 1 5+ 9/11

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 2 Drakkarim (dragon breath), 2 Drakkarim (hailstorm rie or hailstorm pistol) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts. Up to two Drakkarim can replace their rie/pistol with a dragon breath for +25pts each.

Unit: 4 Drakkarim (dragon breath), 5 and 1 Thane (hailstorm pistol).

Drakkarim (hailstorm rie or hailstorm pistol) Options: The Thane can have a heat hammer for +25pts. Up to ve Drakkarim can replace their rie/pistol with a dragon breath for +25pts each.

Thorgarim
The mighty heat-hammers of the Thorgarim are the bane of enemy heavy armour.

Thorgarim Team
Thorgarim (hailstorm pistol). 4 3+ 1

Cost: 155 pts 5+ 9/11

Thorgarim Section
Thorgarim (hailstorm pistol). 4 3+

Cost: 330 pts 1 5+ 9/11

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 4 Thorgarim (heat hammer) and 1 Thane Options: The Thane can have a heat hammer for +25pts.

Unit: 9 Thorgarim (heat hammer) and 1 Thane Options: The Thane can have a heat hammer for +25pts.

Stormrage Veterans
These elite veterans are entrusted with an awesome amount of repower.

Stormrage Veterans Team Cost: 185 pts


Spd Hit Att Def Ner 3+ 1 5+ 9/11 Stormrage Veteran 4

Stormrage Vet Section


Stormrage Veteran 4 3+ 1

Cost: 395 pts 5+ 9/11

Spd Hit Att Def Ner

Unit: 4 Veterans (hailstorm autocannon or heat cannon, in any combination) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts.

Unit: 8 Veterans (hailstorm autocannon or heat cannon, in any combination), 1 Veteran (mjolnir missile launcher) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts. Forge Fathers army list

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INFANTRY

Godhammer Veterans
use of the Mjolnir missile launcher. Cost: 185 pts 1 5+ 9/11

Forge Guard
Equipped with heavy combat exoskeletons, the Forge Guards are unstoppable.

Stormrage veterans that specialise in the

Godhammer Vet Team


Storm 4 3+

Forge Guard Team


Forge Guard 4 3+ 1

Cost: 220 pts 6+ 9/11

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 4 Thunders (mjolnir missile launcher) and 1 Thane (hailstorm pistol). Options: The Thane can have a heat hammer for +25pts.

Unit: 4 Forge Guards (heat hammer and hailstorm rie) and 1 Thane (heat hammer and hailstorm rie). Options: One Forge Guard can replace his rie with a hailstorm autocannon or heat cannon for +25pts.

Valkyr*
The wealthiest and most deranged Brokkr ride loud, custom motorbikes into battle. Cost: 110 pts Spd Hit Att Def Ner 10 4+ 1 4+ /12

Valkyr Team

Valkyr Section
Valkyr (hailstorm pistol). Special: Fast, Recon, Steadfast. 10 4+ 1

Cost: 220 pts Spd Hit Att Def Ner 4+ /12

Valkyr (hailstorm pistol).

Unit: 4 Valkyrs (hailstorm pistol) and 1 Thane Special: Fast, Recon, Steadfast. Options: The Thane can have a heat Hammer for +25pts.

Unit: 9 Valkyrs (hailstorm pistol) and 1 Thane

Options: The Thane can have a heat Hammer for +25pts.

Brokkr*
The hard-working miners of Forge Fathers society take to battle with reckless ferocity.

Brokkr Team
Brokkr (hailstorm pistol). Special: Steadfast. 5 4+ 1

Cost: 75 pts Spd Hit Att Def Ner 4+ /12

Brokkr Section
Brokkr (hailstorm pistol). Special: Steadfast. 5 4+ 1

Cost: 150 pts Spd Hit Att Def Ner 4+ /12

Unit: 4 Brokkr (hailstorm pistol) and 1 Thane

Unit: 9 Brokkr (hailstorm pistol) and 1 Thane

Options: The Thane can have a heat Hammer for +25pts.

Options: The Thane can have a heat Hammer for +25pts.

Brokkr Platoon
Brokkr 5 4+ 1

Cost: 300 pts 4+ /12

(hailstorm pistol). Special: Steadfast. Options: The Thane can have a heat Hammer for +25pts.

Spd Hit Att Def Ner Unit: 19 Brokkr (hailstorm pistol) and 1 Thane

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OrdnancE

ORDNANCE

Jotun Heavy Hailstorm Cannon

Cost: 110pts

Surtr Heavy Heat Cannon


weapon in the galaxy!

Cost: 110pts

The four barrels of the Jotun unleash a veritable storm of explosive bullets against the enemy. Spd Hit Att Def Ner 4+ 6+ 9/11

Arguably the most powerful anti-tank Spd Hit Att Def Ner Surtr Special: Immobile. Options: Can be upgraded to a self-propelled gun, losing the Immobile rule and gaining Speed 4, for +10pts. 4+ 6+ 9/11 Unit: 1 artillery piece (Surtr).

Jotun

Unit: 1 artillery piece (Jotun). Special: Immobile. Options: Can be upgraded to a self-propelled gun, losing the Immobile rule and gaining Speed 4, for +10pts.

ARMOUR

ArmoUr
Cost: 70 pts a double hailstorm autocannon for + 20pts.

Light Drakkar

A buggy-like vehicle with little armour and minimal weaponry, used for scouting. Spd Hit Att Def Ner Light Drakkar 12 4+ 7+ 9/11 Unit: 1 Light Drakkar one hailstorm autocannon, heatcannon or mjolnir missile launcher [F]. Special: Stabilised, Fast, Open Top, Crushing Strength (2).

Can have two hailstorm autocannons, dragon breaths or heat cannons (one [R] and one [L]) for +50pts.

Heavy Drakkar
are more than safe. Heavy Drakkar 10 4+

Cost: 220 pts

The units transported by this mobile fortress Spd Hit Att Def Ner Unit: 1 Heavy Drakkar one hailstorm

11+ /11

autocannon [F]. Two hailstorm autocannons,

Fyrewyrm

Cost: 125 pts

dragon breaths or heat cannons (one [R] and one [L]). Special: Stabilised, Transport (10), Crushing Strength (6), Tough (4). Options: Can have an additional hailstorm autocannon or heat cannon [A] for +30pts.

The mainstay battle tank of the Forge Fathers combining good armour, mobility and firepower. Spd Hit Att Def Ner Firewyrm 10 4+ 10+ /11 Unit: 1 Fyrewyrm one heat cannon [A]. Special: Stabilised, Crushing Strength (5). Options: Can upgrade the heat cannon to

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HEroES And MonStErS


Huscarl (Hero)
Cost: 60 pts

HEROES

Iron Ancestor (Monster)


attitude to match. Iron Ancestor autocannon). Special: Crushing Strength (7).

Cost: 160 pts

The heroes of the Forge Fathers are renowned for their courage and stubborness. Huscarl Special: Inspiring. Options: Can have a heat hammer for +25pts. Can upgrade his pistol to a brace of hailstorm pistols for +10pts (counts as a double hailstorm pistol). Can have a Force Dome for +25pts. Can wear a Forge Guard battlesuit (which includes a heat hammer and hailstorm rie, and increases his Def to 6+) for +35pts. Spd Hit Att Def Ner 4 3+ 2 5+ 10/12

A walking tank, with armour, weaponry and Spd Hit Att Def Ner 4 4+

2 10+ 10/12

Unit: 1 Huscarl (hailstorm pistol).

Unit: 1 Iron Ancestor (double hailstorm

Options: Can replace the double hailstorm autocannon with a double heat cannon, double dragon breath or double mjolnir Dome for +40pts.

missile launcher for free. Can have a Force

Thor pattern. The Iron Ancestor can freely


replace the double hailstorm autocannon with a second melee arm, increasing its Attacks to 4.

Chief Brokkr (Hero)

Cost: 60 pts

Doomstorm pattern. The Iron Ancestor can


freely replace the melee arm with a second double hailstorm cannon, lowering its Crushing Strength to (1). Hailstorm rie Hailstorm pistol Dragon breath Fire Ran 1 1 10 24 Special Piercing (1) Pistol 12 Piercing (1), Saturation 36 24 48 36 48 Piercing (2) Piercing (7) Piercing (5) Blast (D3), Piercing (7) Jotun 12 Piercing (2)

Only the meanest, toughest, craziest Brokkr can aspire to the title of Chief Brokkr. Chief Brokkr Spd Hit Att Def Ner 5 3+ 3 4+ /12

Unit: 1 Chief Brokkr (hailstorm pistol). Special: Inspiring (Brokkrs only), Steadfast. Options: Can have a heat hammer for +25pts. Can ride a Valkyr bike (gaining Speed 10 and the Recon and Fast rules) for +40pts.

12 Piercing (1),

Weapons
Double Weapon
A Double version of one of the weapons above counts as a single weapon with double the Firepower shown.

Hailstorm autocannon 3 Heat cannon Surtr 1 1 Mjolnir missile launcher 1

Force Dome
The enemy must reroll all successful rolls to damage for ranged attacks that hit this unit.

Heat Hammer
This weapon confers Crushing Strength (6) to all of the models Attacks. It cannot be used in conjunction with a pistol, so a model equipped with both must choose which one to use before he attacks in melee.

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Veer-myn
Army Special Rules
The Rat Pack
All units in this list have the following rule, unless their entry species otherwise. Veermyn units benet from a +1 modier to their Nerve (both values) for each friendly Veer-myn unit within 6, up to a maximum of +4. Note that transported units do count for this purpose measure the range from their vehicle. For example, a unit of Night-crawlers on its own is a pretty unimpressive Nerve 6/8, but if it had two other friendly Veer-myn units within 6, it would count as Nerve 8/10.

They came from below!


The unit is always left behind as a Reinforcement, together with any transported unit. When it arrives, it emerges from the ground (this counts as a Manoeuvre). The unit is placed anywhere on the table, except for Impassable Terrain. If that space is occupied by other units (including immobile units), move them as little as possible to make space for the emerging unit, until they are 1 away from it, and then immediately resolve this either as a Collision, leaving the dislodged armoured unit(s) in contact with the emerging unit, or an Overrun, as appropriate.

Allies
Corporation, Marauders, Rebs, Asterians.

InfantrY Night-Crawlers

Vicious ratmen equipped with scavenged armour, they form the bulk of the Veer-myn armies.

INFANTRY

Night-Crawlers Team
Night-crawler (ray-pistol). 6 4+ 1

Cost: 50pts 4+ 6/8

Night-Crawlers Section
Night-crawler 6 4+ 1

Cost: 130pts 4+ 6/8

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 4 Night-Crawlers (ray-gun) and 1 Master Options: The Master can have a combat drill for +10pts. The Master can be replaced by an Exterminator with a super-drill (unit leader) for +30pts. The Exterminator can freely replace his super-drill with a chem-thrower.

Unit: 8 Night-Crawlers (ray-gun), 1 (ray-pistol). The Master is the units leader. Options: The Master can have a combat

Exterminator (chem-thrower) and 1 Master

drill for +10pts. The Exterminator can freely

replace his chem-thrower with a super-drill.

Exterminators (chem-thrower) and 2 Masters

Night-Crawlers Platoon
Night-crawler 6 4+ 1

Cost: 260pts 4+ 6/8

(ray-pistol). One Master is the units leader. Options: The Masters can have a combat drill for +10pts each. The Exterminators can freely replace their chem-thrower with a super-drill. Veer-myn army list

Spd Hit Att Def Ner

Unit: 16 Night-Crawlers (ray-gun), 2

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INFANTRY

Stalkers
These assault troops surrender their ray-guns for pistols and blades. Cost: 50pts 6 4+ 1 4+ 6/8

Stalkers Team

Stalkers Section
Stalker 6 4+ 1

Cost: 130pts 4+ 6/8

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Stalker

Unit: 4 Stalkers (ray-pistol) and 1 Master (ray-pistol). Options: The Master can have a combat drill for +10pts. The Master can be replaced by an Exterminator with a super-drill (unit leader) for +30pts. The Exterminator can freely replace his super-drill with a chem-thrower.

Unit: 8 Stalkers (ray-pistol), 1 Exterminator (super-drill) and 1 Master (ray-pistol). The Master is the units leader. Options: The Master can have a combat drill for +10pts. The Exterminator can freely replace his super-drill with a chem-thrower.

Stalkers Platoon
Stalker 6 4+ 1

Cost: 260pts 4+ 6/8

Spd Hit Att Def Ner

Unit: 16 Stalkers (ray-pistol), 2 Exterminators (super-drill) and 2 Masters (ray-pistol). One Master is the units leader. Options: The Masters can have a combat drill for +10pts each. The Exterminators can freely replace their super-drill with a chem-thrower.

Nightmares
The elite troops of the Veer-myn, the Nightmares excel at short-range repower.

Nightmares Team
Nightmare 6 4+ 1

Cost: 140pts 4+ 6/8

Nightmares Section
Nightmare 6 4+ 1

Cost: 280pts 4+ 6/8

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 3 Nightmares (chem-burner and combat drill), 1 Exterminator (chem-thrower) and 1 Master (chem-burner and combat drill). Options: The Exterminator can freely replace his chem-thrower with a super-drill.

Unit: 7 Nightmares (chem-burner and combat drill), 2 Exterminators (chem-thrower) and 1 Master (chem-burner and combat drill). Options: The Exterminator can freely replace his chem-thrower with a super-drill.

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Scourgers
The chem-lasers of the Scourgers make short work of enemy vehicles and heavy infantry.

Gougers

Gougers super-drills are possibly the deadliest

close combat weapons known to the Corporation.

INFANTRY

Scourgers Team
Scourger 6 4+ 1

Cost: 190pts 4+ 6/8

Gougers Team
Gouger (chem-thrower). 6 4+ 1

Cost: 175pts 4+ 6/8

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 4 Scougers (chem-lasers), 1 Exterminator (chem-thrower). Options: The Exterminator can freely replace his chem-thrower with a super-drill.

Unit: 4 Gougers (super-drills), 1 Exterminator Options: The Exterminator can freely replace his chem-thrower with a super-drill.

Ravenous Horde
These chittering, frenzied masses of dog-sized super-rats devour the wounded of both sides.

Shredders

Huge, mutated, insane rat-humanoids whose hands have been replaced with super-drills.

Ravenous Horde
Super-rats 8 4+ 1

Cost: 105pts 3+ 6/8

Shredders Team
Shredder 6 4+ 2

Cost: 180pts 4+ 6/8

Spd Hit Att Def Ner

Spd Hit Att Def Ner

Unit: 20 super-rats, 1 Master (ray-pistol, uses the same prole as the super-rats).

Unit: 3 Shredders (paired super-drills). Special: Crushing Strength (5), Bulky.

OrdnancE
Blaster
Cost: 90pts The sheer amount of toxic chemicals that this wicked weapon can unleash is enough to vaporize entire enemy regiments. Blaster Spd Hit Att Def Ner 6 4+ 5+ 6/8

ORDNANCE

Unit: 1 Blaster (heavy chem-thrower). Options: Can replace the heavy chem-thrower with a heavy chem-laser for +20pts.

Veer-myn army list

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ARMOUR

ArmoUr
Cost: 80pts

Driller

Tunneller

Cost: 260pts

Also known as land torpedo, this bizarre drilling vehicle moves across the battleeld, driving at high speed into infantry and tanks alike. Spd Hit Att Def Ner 8 8+ -/8

This drilling machine emerges from the ground and opens up with its deadly chem-throwers as it disgorges the best Veer-myn assault troops. Tunneller Spd Hit Att Def Ner 4+ 9+ -/8

Driller

Unit: 1 Driller. Special: Nimble, Crushing Strength (6), They came from below!

Unit: 1 Tunneller four chem-throwers [one F, one L, one R, one P]. One chem-laser [A]. Special: Transport (20), Crushing Strength (6), Immobile, Tough (4), They came from below!

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HEROES

HEroES And MonStErS


Cost: 95pts Ray-gun Ray-pistol Chem-burner Spd Hit Att Def Ner 6 3+ 3 5+ 6/8

Weapons
Fire Ran 1 18 1 12

WEAPONS

Night Spawn (Hero)

Special Piercing (1) Piercing (1) Saturation Saturation Piercing (6) Saturation Blast (D3)

The largest, fattest rat-men have access to the best weapons and armour the Veer-myn can lay their hands on.

4 12 Piercing (2),

Chem-thrower Chem-laser 1 12

Night Spawn

8 12 Piercing (2),

Unit: 1 Night Spawn (chem-burner and super-drill). Special: Inspiring, Crushing Strength (1).

Heavy chem-thrower 16 24 Piercing (2), Heavy chem-laser 1 24 Piercing (6),

Night Terror (Monster)

Cost: 120pts

This tragic monster is no more than a mountain of esh, whrithing with grasping tentacles, snarling heads and malformed limbs its behavior is utterly unpredictable. Night Terror Unit: 1 Night Terror. Special: Crushing Strength (4), Tough (5), Craven, Headstrong. *roll for the number of attacks before rolling to hit each time it attacks. Spd Hit Att Def Ner 6 4+ 3D6* 5+ 6/8

Combat Drill

A combat drill confers the Crushing Strength using it in melee.

(1) and Vicious special rules to the model

Super-drill
In melee, instead of attacking normally, the model can make a single special attack. If this attack hits, the hit is resolved at Crushing Strength (5). If the roll to damage is a 6, the drill incits a point of damage and you can roll to damage again. Keep inicting damage and rolling to damage until you fail to roll a 6 to damage.

Paired Super-drills
These work like a super-drill (see above), except that the model makes 2 special attacks to begin with, rolling to hit as normal for both.

Veer-myn army list

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Other Races
Rebs
The absolute and iron-sted imperialism of the Corporation has turned humanity into the arch-enemy of many of the other intelligent races that populate the galaxy. A secret Resistance movement has formed; its ranks swelled by vengeful freedom ghters, survivors of races whose worlds have been annihilated, disenchanted Corporation personnel, and everybody else that has grown to resent the Corporations expansionism. After only a few centuries, this organization has grown to encompass two different levels. On one hand, it has a vast network of operatives that attempt to undermine the authority of the Corporation from the inside through sabotage and propaganda. On the Calling themselves The Rebs (which originally was a disparaging term used by Corporation troops), these heterogeneous volunteers form an army that is as eclectic in weaponry, ghting style and technological level as in the number of different races that compose its ranks. What the Rebs lack in cohesion, however, they more than make up in motivation, as they are convinced they are ghting a long war of liberation to eventually rid the galaxy from the Corporation, or the Evil Empire, as they often call it. other, a small but effective rebel armed force has recently initiated a campaign of ambitious hit-and-run actions against Corporation outposts.

Zzor
Not long ago, Corporation explorer-ships made contact with a new race inhabiting the furthest reaches of the galaxy. To say that they have disturbed a hornets nest is a major understatement, but its nevertheless a quite accurate description of the events that followed. The vessels themselves were attacked with a fury without precedent and destroyed and so was the military rescue eet sent by the Corporation and so were the adjoining systems, whose population paid the ultimate price for the Corporations insatiable desire to expand its domains. Now a massive containment operation is in place, but all attempts at cordoning and blockading the Zzor homeworlds are proving fruitless. This is an enemy that is different from anything the Corporation or indeed any of the other races has faced before much like bees that are defending their colony, the immense swarms of the insect-like Zzor never stop their attacks until they have eliminated the enemy or have been themselves completely wiped out. They cannot be reasoned or bargained with, nor can they be bribed. In fact all attempts at communication have been ignored and the unfortunate envoys and their escorting troops had to ght desperate battles against an apparently endless mass of enemies. And yet, these are no mindless beasts. In many occasions they have shown signs of cunning and intelligence in both the grand

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strategy of their invasion plans and the battleeld reactions of their many and differently specialised ghting creatures. And dumb animals dont build spacecraft

Other Races

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Asterians
Even before Man began its space age, there had been reports of mysterious beings and fey creatures appearing to a few individuals. Such sightings are common in the culture of all of the races that inhabit the galaxy, not just the human race. Stories abound in the entire Milky Way about abductions of single persons or entire communities, the disappearance of ships into some sectors of space, or even strange incidents where a ship has arrived to a spaceport on autopilot, without its crew. The most extreme cases have seen the populace of entire planets or even the personnel of military outposts and bases vanish, leaving behind only the tiniest signs of resistance. The Corporations best scientists have studied this evidence on a galactic scale. Compiling this information for centuries and Any attempt at capturing them, or merely communicate with them has led to hopeless chases, where the pursuing Corporation craft have quickly lost trace of their elusive quarry, and always in regions of space surrounding a black hole. This has led to believe that the so-called Asterians must make use of these singularities to travel across the galaxy, possibly inhabiting a different dimension on the other side. Innumerable probes have been launched into these black holes, but no useful data has ever been retrieved. The mystery of the Asterians remains unsolved, as more and more systems report attacks by unidentied aliens that hit and disappear before reinforcements can be brought to bear. analyzing it, they have managed to prove the existence of an alien race using a technology so advanced that they can easily appear to have supernatural powers.

*** CLASSIFIED MESSAGE TO CORPORATION CENTRAL *** FAO HEAD OF BIO-WEAPONS RESEARCH New Czechia
Source: Intelligence Unit Tau Eridani en route to Bio-Weapons Research Outpost 51. Mission: investigating sudden loss of all communication from maximum-security laboratory. As we approached system 51, we had a report that an escape shuttle from the laboratory had reached the headquarters of the 35th Marines Batallion stationed on Tallaxia. Two days later we lost contact with the Marines and soon the entire planet went silent. We changed course and are now orbiting Tallaxia in stealth mode. Information from the surface is confused and contradictory. All settlements on the planets surface show sign of conict. Several ships have left the main starports and are heading for nearby systems. Suspected outbreak. We will continue to monitor the situation. We advise interception and quarantine or destruction of all vessels leaving Tallaxia. We request an Enforcers Long Patrol detachment to blockade the system. If the outbreak is conrmed, we will be forced to Disinfect the planet and its moons. Awaiting authorization to deploy Disinfection assets... End of transmission

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For FREE army lists and complete rules, visit manticgames.com

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